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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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August 18th, 2006, 03:15 Posted By: wraggster
Dragonminded posted this news:
Since discovering that fixing SuperCard booting broke M3 miniSD V2+ booting, I've decided that I have to (unfortunately) start to maintain two compiles. Instead of naming them after a random card it should work with, I've decided to color them, and let people collaborate and post feedback on which version works the best. Please head on over to my homepage at dragonminded.com and try the two posted versions. Feedback on what card you have and which one worked for you is VERY appreciated and will go towards making the FAQ more accurate.
Fixes found in 2.2 Final
Fixed a few more screen inconsistencies with the keyboard.
Fixed launch alternate in browser being labeled as record.
Fixed pageup/pagedown not working via touchscreen on text editor.
Fixed the freeze bug and graphic corruption in the text editor with page up and down.
Fixed a bug with the default download directory in the homebrew database.
Updated fat library to reflect newest fixes by chishm.
Supports slower SD cards that wouldn't init before.
Supports Max Media CF (unverified) and Ninja SD (tested working)
Touchscreen and keys are now responsive again in the audio playback modes.
Added in touch code for next/previous functions on audio playback screen.
Renaming is now instant and allows you to change capitalization, and works on directories.
Delete works on directories, and will recursively delete if the directory is not empty.
Added mkdir command to browser.
Added cut/paste command for people who want to move instead of copy.
Worked on sound code some more, it isn't going to be possible to add volume in, my code is apparently too slow.
Added primitive support for ogg vorbis info.
Added some settings to the configuration page.
Changed a couple icons in the program.
Added second click option to Address, Todo, Scribble, and Homebrew Database screens.
Fixed a bug where the last icon on the second page of the home screen didn't have a caption in other languages.
Fixed the sorting bug with DD/MM/YY display under Homebrew Database.
Added sanity checks to all commands in IRC.
Fixed a join bug with bad server replies in IRC.
Added TIME and PING CTCP replies in IRC.
Added missing KICK command to parser.
Added autoperform to IRC. Put any commands you want to perform on connect in autoperform.txt in the DSOrganize root data directory. Separate each command on a different line.
Fixed color scheme for server versus client error messages.
Fixed a bug in changing nicks that could cause DSO IRC to crash.
Updated wifi lib again.
Fixed crash from pressing Y on browser with an NDS highlighted when running from non GBAMP/SC.
Added ninjaSD as a possible card type on the homebrew database.
Added custom HBDB package files to browser. Simply place the script for your custom download into a text file and save as a ".pkg"
Added custom HBDB connect url files to browser. Place the base url into a text file and save as a ".hbdb" Note that custom HBDB databases do not recieve the card that DSOrganize runs on.
Fixed calculator freeze bug with e^x and other things. This was due to the m_apm library not having a return function to tell how long the string would be, so I had to modify it myself.
Fixed a calculator bug when pressing two binary operators after another performed the first instead of changing to the second.
Changed equals key to repeat the last binary operation, like a real calculator.
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August 18th, 2006, 03:04 Posted By: wraggster
Vinnepin has released an updated version of his game for the Neoflash Coding Contest:
This is a puzzle game. The game can have up to 112 stones on the play table, where each stone must have a pair, so there are 66 possible matches that can be made.
The goal is to remove each stone from the game table, u must first select 1 stone and then another one of the same kind. The catch behind this puzzle is that when u have clicked on 2 of the same stones, that in the background there are going to be drawn Lines (Up, down, left, and right) from the first selected stone. But this Line can only make MAX 2 corners! So u must visuallize those first and then click on the stones.
New update for today:
- Player statistics
- Timer (only on DS)
- A few sound effects
- Save option (Only on DS) (Only S-RAM)
- 5 Levels total
- Restart a game
- Dialogs for save, restart and death
- It only draws the line that has succes
- Fixed some bugs
Things to espect for tommorow:
- Multiple stages (About 5-10 levels each stage)
- More sound effects
- Highscores
- Maybe some music....
Thats about it i think, and then i have a full featured game
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August 18th, 2006, 02:47 Posted By: wraggster
Whats tingle you say, well heres a description:
A new RPG featuring the floating fool from recent entries in the Legend of Zelda series. You play as the Wind Waker/Majora's Mask treasure specialist when he was 35 and single, before his transformation into Tingle form. The main character gets word that he ought to head out to a spring. He does so, and along the way, he comes in contact with Rupeeji, a name that can be translated to Old Man Rupee. Rupeeji tells the main character that by collecting rupees and throwing them at the spring, he'll be lead to the dream land of Rupee Land. He accepts the quest and, through a magic spell, gets transformed into Tingle. Tingle has a guide in the game, a girl fairy called Pingle.
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August 18th, 2006, 02:33 Posted By: wraggster
News from Gamestop
Just weeks after Tamagotchi no Puchi Puchi Omisecchi Gohi-Kini stormed the retail charts in Japan, Namco Bandai today announced that the virtual pet invasion will continue in the US. The game will be known as Tamagotchi Connection: Corner Shop 2 in North America and will be released this winter for the Nintendo DS.
In Corner Shop 2, players run a storefront specializing in satisfying the needs of Tamagotchi (the titular virtual pets). By acquiring "Gotchi points" through various minigames, gamers will feed, clothe, and care for the critters to keep them happy.
In its first week, Corner Shop 2 was the top-selling game in Japan, beating mainstays New Super Mario Bros. and Brain Age. Tamagotchi Connection: Corner Shop 2 has not yet been rated or priced.
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August 18th, 2006, 02:30 Posted By: wraggster
News Via Slashdot
Next Generation is reporting that Gamestop has declined to take preorders for the Wii and PS3, on the grounds that they don't know how many units will be available at launch. They're apparently trying to avoid a repeat of last year's problems with the 360's launch. From the article: "Analysts also inquired what would happen if PS3 launch quantities fell short of expectations. '[Last year,] the 360 in short supply had an effect of freezing the market,' said DeMatteo. 'But if you look at it, there wasn't anything new. I mean, there weren't any new platforms out there, so the 360 was the newest thing in the last four or five years. This year, there will be a Wii and there will be a 360, so I can't believe that it will have the same kind of impact that the 360 [shortages] had.'"
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August 17th, 2006, 20:57 Posted By: wraggster
djceejay has updated his game for the Neoflash Coding Contest, heres the release details:

EYEQ is a quiz game in the style of Skill with Prizes (SWP) touchscreen games found in pubs.
Make your way up the prize grid answer questions and completing picture puzzles. Win cash prizes along the way.
Here's the today's build. Updated stability, a few more questions, gameflow now works (game-die-restart-game etc.), added cash pot - collect the cash grid squares. .
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August 17th, 2006, 20:52 Posted By: wraggster
The_Legend has released a game for the Neoflash Coding Contest:
Here's my entry for the NDS Game Compo. It's a DS version of the Mine Sweeper Game for Windows, but with some improvements. The layout looks very much like the Windows version, but for what you can see from the screenshot, it's background color is custumizable. As a default, it will be the user's prefered color, set on the DS's main screen.
That's not the only thing that is custumizable. It has a sound on the background, and also a sfx for winning and loosing. Both are very easy to change, just put the sound you want on the msds folder (see instructions for instalation bellow), put the name according to what you want, and you're done, the music/sfx will be incorporated to the game, no need to recompile. The sound files must be on raw format, with a frequence of 11025, stereo and 8 bits signed, otherwise they won't play properly (faster/slower, but not as it was supposed to be ).
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August 17th, 2006, 20:43 Posted By: wraggster
Justin has released a new game for the Neoflash Coding Competition, heres the details:
I have just finished the engine for my upcoming platform game (yet to be named) and I thought I'd release the first demo of it here. It only has one level as of now because I am looking for people to help me with the level design at the moment. The engine however is completely done and adding bad guys and levels is pretty easy so hopefully the next part will go relatively fast. The one thing that you will notice that sets this apart from other platformers is that the background constantly scrolls and you are allowed to pick the speed for the level you are about to play. If you pick a higher speed the background, the player, and the enemies all move faster. There are two or three other little tricks that will be in the final release that I hope will set this game apart from a normal platformer. Anyway hope you enjoy this early release.
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August 17th, 2006, 20:30 Posted By: wraggster
Another update from the coder of the C&C Clone for the DS:
You can now navigate screens with the GUI and I've got three test screens set up. Each screen is loaded on demand, so there's a tiny pause while it loads up the background. This saves me holding each screen in memory. If the loading time for a screen becomes too big though I may do this but right now it's pretty quick.
I've added stylus support to the SDL port too and it seems to be behaving pretty well. I've got some screen shots and even a little movie to post for this, but I need to copy it over to my work computer.
I've also changed the graphics system again, because I was hitting syncing problems. I've done away with the graphics command buffer, the graphics are now drawn directly to a frame buffer. This frame buffer is being held in system memory. Then on a Vblank it is being copied over to the video memory when the render update is complete. This seems to be working fine, though I may shift where I hold the memory.
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August 17th, 2006, 20:21 Posted By: wraggster
Masscat has released a new version of his debugger, heres whats new:
Partial stepping - non program counter affecting instructions can be stepped. Thumb branch and pop instructions can be stepped. ARM branch instructions can be stepped.
Corrected r15 value given to GDB - GDB expects the r15 value to be the address of the current instruction not the value as if read from the register.
Avoids some data aborts when reading/writing memory via GDB - only allows access to addresses above 0x02000000.
Change to directory structure - pre-built libraries and headers are available in the libs and include directories. Debug comms source moved into subdirectories.
Some corrections.
More Info --> http://masscat.afraid.org/ninds/debug_stub.php
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August 17th, 2006, 19:52 Posted By: wraggster
When looking at the overall amount of content available at today's show, Cars comes up as a very strange abnormality. On one hand, the game offered only one main level to play, and nearly no overall indication of furthering Wii implementation from what brief areas we saw. On the other hand, as surprising as it may be, it was the most solid of conversions, and actually the most fun and natural Wii experiences at the show. Is this an indication that simple is good on the Nintendo system? Maybe. But more than that, it's an indication that one solid design can really set apart mediocre and above-average overall feel to a Wii game, something that makes the system have a constant "Put up or shut up" aura around it. Oddly enough, Cars delivers even in one small demo level, as it's simply a solid control conversion.
Yeah yeah... he's Lightning McQueen.
We have a distinct feeling that the racing genre is going to be seriously overplayed (along with the first-person shooter) on the Wii hardware. It's just so simple to take a motion sensing controller, turn it on its side, and make it a racing wheel. Tony Hawk is doing it, Excite Truck is doing it, Sonic is actually doing it (though it isn't a racing game, but a tilt-based arcade platformer), Need For Speed will most likely do it, and now Cars is doing it. Hell, even WarioWare, Barnyard, and SpongeBob have it included as a mini-game already.
Though it may already seem like a bit of overkill, it does at least ensure Wii gamers that we'll be getting a few solid racers by the end of the system's life, and from the looks of it Cars may be a perfect one for younger Nintendo fans. The controls for the game is simple: Tilt to turn, Button 1 for boost, Button 2 for accelerate, B for brake (located in the trigger position), D-pad left for drifting, D-pad right for tilting the car, and both up and down for changing the view. In reality though, that's all it really takes, as the tilt control already feels very on par with an analog stick, and the use of drifting and boost makes the game feel as good as the Cube version in this initial state, with the possibility of more fine-tuning before launch.
In fact, aside from the main control, there really isn't much more to say about the game. Cars uses the same approach as Excite Truck, and even maps the jump ability to a quick flip up on the controller to catch air. It's a simple conversion from the original game, but it's also intuitive. From a visual standpoint, the game still looked exactly like a Cube game, and we're expecting it to receive a graphical bump before launch. There should be no problem adding Wii-mote to the game, so there's plenty of time to ramp up on the visuals. No word has been given yet as to whether or not the game will include 480p and widescreen support, but it's obviously a goal that THQ is going for, and would be very helpful. We expect to see a bit more tuning for the finer points of steering (perhaps increasing the maximum turn ability just a tad), but for an initial playthrough we can happily report that the game felt smooth, controlled well, and most importantly, was fun.
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August 17th, 2006, 19:35 Posted By: wraggster
Thanks to a truly dedicated poster over at the Nintendo forums, we get some new information from Australian game magazine Hyper on how Red Steel is progressing as it nears Wii launch time. Most notable of the facts revealed were how things have changed since a so-so E3 debut.
The Wii controls are changing a lot especially since the E3 version ... The system needs a little time to recognize your move (This I'm worried about...) but at the end this is your move that is performed on screen. Besides, today on the current version, we have some movement being mapped and some not. Some will stay mapped at the end so that with an accessible move you can unleash and impressive action you would never be able to perform in real life.
Also, the representative admits that the Red Steel team is pushing an improved Unreal engine to "its limits."
Red Steel is running on the improved version Unreal engine for the Wii system. A large portion of our team has already worked with the Unreal engine. They are already well aware of its strengths and weaknesses. We have pushed the engine to its limits to offer a rich, colored and different setting to the player.
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August 17th, 2006, 19:23 Posted By: wraggster
News via Gamespot
With all the hoopla surrounding the flurry of new games in the Star Trek franchise, fans of another sci-fi series, Star Wars, may have felt left out. Publisher Ubisoft is attempting to allay those concerns, however, with the release of Star Wars: Lethal Alliance, a Sony PSP and Nintendo DS game set for release in December.
The French publisher has signed "a long-term licensing partnership with LucasArts," which owns the Star Wars video-game licensing rights.
Although Lethal Alliance will appear on the DS and PSP at the same time, the two versions weren't made by the same developer: Ubisoft's Montreal division handled the PSP game, while the publisher's Casablanca studio produced the DS version. Each game will be tailored to take advantage of its host system, but Ubisoft didn't say how.
Lethal Alliance weaves a tale around the Imperial-fighting escapades of Twi'lek Rianna Saren, a skilled Rebel Alliance fighter and acrobat, and her security droid, Zeeo, a defensive specialist. In relation to the franchise's saga, the game fits between the last prequel to appear in theaters--2005's Episode III: Revenge of the Sith--and the first movie of the original trilogy, 1977's Episode IV: A New Hope.
Ubisoft said Lethal Alliance players must take advantage of each character's unique strengths to progress--the ultimate goal being the theft of the Death Star's blueprints. There is no word yet, however, on how many Bothan spies must die for players to accomplish the mission. Rianna and Zeeo will travel to a variety of locations in that galaxy far, far away, including the Death Star itself, the Skywalker home base Tatooine, and Alderaan, before its Death Star destruction in A New Hope. Lethal Alliance will include a multiplayer mode, but Ubisoft declined to announce its details.
Notable Star Wars characters making an appearance in Lethal Alliance include Darth Vader, Boba Fett, Princess Leia, and Kyle Katarn--the gruff mercenary whose game roots extend back to the Dark Forces and Jedi Knight first-person shooters on the PC.
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August 17th, 2006, 19:10 Posted By: wraggster
1up is reporting that the Wii version of Nintendo's Legend of Zelda: Twilight Princess will require the use of the Wiimote. The GameCube controller for the Wii will not be usable for the Wii version of the game, despite the fact that the game will also be coming out on the Cube. This has provoked discussion that the Wii version of the game may include extra content or gameplay elements, which will make it unplayable with the GameCube controller. From the article:
"Many had hoped Nintendo would allow for dual Wii and GameCube support ala a number of upcoming Wii releases, but Nintendo appears confident enough in its design that hardened fans will have to pick up the GameCube release if they're that hardcore. You still have time to decide which one sways you, as both versions will be launched simultaneously during Wii's launch date this fall."
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August 17th, 2006, 18:05 Posted By: wraggster
kode54 has released a new build of the GBA Emulator for Windows, heres whats new:
GBC sound code based on Shay Green's Gb_Snd_Emu, with changes for GBA mode. NEW Updated to Gb_Snd_Emu v0.1.4
LCD color correction for GBA and GBC.
GBA PCM channel sound interpolation.
DirectInput keyboard input only works when main window has input focus.
NEW Replaced original ZIP support and added Rar and 7-Zip support based on Blargg's File_Extractor library.
DirectSound output has global focus. Useful if you want to play windowed or fullscreen on a second display while keeping IM/IRC or other communications open and focused on primary display, or something.
Fixed interframe blending so it isn't applied during window repainting.
Fixed interframe blending functions so they observe srcPitch parameter properly, required for the above fix.
NEW Direct3D always uses 32bpp backbuffer.
NEW Direct3D resets the display when the device is lost.
DirectDraw vsync uses a timer to poll the current scanline to avoid drivers that hog the CPU on WaitForVerticalBlank.
NEW OpenGL vsync support only polls available extensions on initialization, and uses a more thorough extension check.
NEW DirectSound always uses software buffers since some drivers may trigger buffer position events incorrectly.
Registry support disabled completely.
NEW Video mode polling ignores modes larger than 4095x4095 to prevent passing illegal modes to the list callback.
NEW Fixed binary transparency on the 256x256 24bpp icon.
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August 17th, 2006, 17:52 Posted By: wraggster
Nintendo's Virtual Console, as debuting on the Wii home machine in a few months time, will feature brand new old school games in some of the best news we've heard about the emerging platform so far in its overbearingly positive emergence.
Speaking to the slightly creepy kids who spend summer pretending to camp on the Internet, brought together by their love of Nintendo at Camp Hyrule, George Harrison, Nintendo’s Vice President of Marketing and Corporate Communications said, "...we hope many people will take advantage of the virtual console games that they love from the past., but we also hope that people who have never experienced these games will enjoy them for the first time. Remember, there are other secrets of the virtual console that we won’t reveal until we get closer to launch."
He continued, "Virtual console offers the possibility for us to create new games, but our focus right now is in getting the Wii hardware launched and new games from Nintendo on the virtual console will be coming sometime after the launch."
Of course, this is more good news for bedroom coders. Fresh from the news that Microsoft is looking to enable smaller garage developers to knock together microgame projects on the Xbox 360 via Live comes a potentially similar offering from Nintendo.
And most importantly, the greatest game in history might have two potential mainstream platforms from which to dominate the globe!
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August 17th, 2006, 17:48 Posted By: wraggster
Im a fan of Nintendo but the person in the screenshot attached in the comments takes his love of Nintendo just a tad too far.
Check it out and tell us what you think:
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August 17th, 2006, 17:42 Posted By: wraggster
We first broke the news last month that Nintendo was planning to hold rolling private parties across the country to promote the Wii. The plan is to hit a number of key cities, identify key players in the city and tell them they can invite 30 friends to a private hands-on party with the Wii thrown by Nintendo.
It sounds like Hip to Be Squared, the viral marketing group tasked with finding the players, has been busy as of late. Two people have contacted us to let us know they have been selected as hosts for their perspective cities. So far we know that Los Angeles, Austin, Chicago and Denver will be on the list.
A Chicago reader wrote to say that his party will be on Friday, Oct. 13 and that he and his friends will be bussed "rave style" to a secret location to play games and have fun.
Hmmm, October 13. Does that make a late October launch more or less likely, do you think?
Feel free to contact us if you're a Wii Host and have more details. Wii is coming. Be prepared.
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