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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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August 17th, 2006, 17:39 Posted By: wraggster
A Nintendo Spanish magazine, called Nintendo Acción, says that in their Sept. 15 issue that the official price, launch date, and game lineup for the Wii will all be revealed. What does this mean for us? It means that Nintendo will most likely disclose everything (finally) on or before Sept. 15. Which means no more silly rumors about price and release date. We can't tell you what a relief that will be.
But, Go Nintendo throws a "not so fast my friend" in the mix by stating that Nintendo Acción has had some credibility issues in the past. So, it is possible our nightmare rumor mill could still be churning well past Sept. 15.
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August 17th, 2006, 17:00 Posted By: wraggster
Twilight Princess Wii denied traditional controller support. Plus: original games tipped for Virtual Console
Bad news for Zelda fans looking to play Twilight Princess Wii with a traditional GameCube pad - according to Nintendo VP of marketing George Harrison, Wii users are going to have to get used to waving Nintendo's remote for the Link's next adventure, when it launches on both consoles later this year.
Speaking in a web chat on Nintendo's own Camp Hyrule, Harrison commented that the Wii version of Twilight Princess will not feature support for the GameCube controller as previously believed. "The GCN controller will be able to play the GCN version on the Wii console, but will not be able to play the Wii version," Harrison said. This comes after comments made by Nintendo's Perrin Kaplan, suggesting that the Wii version of Zelda would feature GameCube controller support via the Wii's legacy controller ports.
Many had hoped Nintendo would include support for both Wii and GameCube control schemes in the vein of many other upcoming Wii releases. But it looks like you're going to have to shell out for both versions of Twilight Princess, if you want to choose between the Wii's controller-waving antics and the GameCube's more vanilla control scheme.
Harrison also dropped some new info on the Wii's Virtual Console, the service which allows users to download and play retro titles from previous Nintendo consoles, along with Sega's Mega Drive and others. "Remember, there are other secrets of the virtual console that we won't reveal until we get closer to launch," Harrison said. "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." Should Live Arcade be worried? We'll be watching with interest.
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August 17th, 2006, 16:59 Posted By: wraggster
We can officially confirm that Sonic Wii has been scrapped. Fortunately, we only mean the name, the game still exists! It's just been given a whole new moniker - Sonic and the Secret Rings, rather than Sonic Wild Fire. Wow, what a massive and purposeful, um, improvement. Well, at least it sort of hints at a plot...
Sonic and the Secret Rings, the hedgehog's debut Wii adventure, is just one of many titles that Sega has announced for showcase at this year's Leipzig games convention. Standing tall alongside it are some potentially exciting outings - Medieval II: Total War on PC, the third instalment of the almighty Virtua Tennis (Xbox 360 and PS3) and perennial primate-infused madness Super Monkey Ball Banana Blitz (Wii).
Oh, and not to mention, the much-touted Yakuza for PS2, which will be hitting stores as soon as 15 September. You can peruse the full list here:
Medieval II: Total War (PC)
Sonic The Hedgehog (Xbox 360, PS3)
Sonic and the Secret Rings (Wii)
Super Monkey Ball Banana Blitz (Wii)
Virtua Tennis 3 (Xbox 360, PS3)
SEGA Rally (Xbox 360, PS3, PC)
Yakuza (PS2)
Phantasy Star Universe (PS2, PC, Xbox 360)
Full Auto 2: Battlelines (PS3)
Charlotte's Web (PC, GBA, Nintendo DS)
Sonic Rivals (PSP)
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August 17th, 2006, 01:14 Posted By: wraggster
bjoerngiesler posted this news/release:
I'm announcing DSFTP 1.8. It's getting its own thread because from now on, DSFTP is two things: A stand-alone server (as before), and a software component you can link to your code to run an FTP server from your own program. This component is called libDSFTP.
This means that during development, you can run and test your program, then build a new version of it and upload it to the DS and run it without touching another button, and most important of all, without removing the flash card.
I'm including the source code of the stand-alone server as an example. Also, the documentation contains instructions on how to use libDSFTP. The simple gist is (wrapped into a mainloop() function for simplicity):
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August 17th, 2006, 01:08 Posted By: wraggster
DragonMinded posted this news and release of his DS Organiser App:
Ok, so I worked pretty hard due to some requests to get it out as fast as possible, and DSO 2.2 Final is now out! The list of fixes on this one is longer than any other set of updates, I really tried to polish this verison for you guys! Please note that even though the G6 team released a fat lib, I will not be adding support until they release the source for their adapter. It's not just that I don't want to have a second compile just for G6, but also I have added functions to my modified version of the fat lib that are needed for DSOrganize to run, so it is physically impossible.
Maybe someone can reverse the code and provide it as a standard interface to chishm's fat lib?
Anyhow, you can find the update on my site at http://www.dragonminded.com/. Happy homebrewing! Please give me feedback on SuperCard/M3 compatibility.
and also this
I have compiled a newer test library with the code that used to work for SuperCard CF/SD, and would like you guys to test and report back to me on it. Get the file here and try. Also, Max Media CF users, please give this one a spin too, let me know.
Tested working on: GBAMP, NINJASD, MK2, MK3.
Heres the Release Info
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 17th, 2006, 00:43 Posted By: wraggster
Thanks to PDRoms for this news.
Sascha Brandt and Roman Schaub have released a pretty impressive GBA game which was planed for a commercial release, but is freeware now.
It's a point-and-click adventure where you take control over a hero called Russ Kimble. Experience one of the biggest GBA-adventures ever produced. Where other classic titles feature about 100 locations, The Last Seal features more than 180 locations split up into more than 500 detailed rendered screens, with character-animations exceeding the magic 1000-frames-barrier!
Give it a go and feel free to donate them for their hard work.
http://www.ancor.ch/tls/index.php
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August 17th, 2006, 00:35 Posted By: wraggster
Nibris posted this:
Due to enormous positive feedback to dual screen action presentation, we decided to show You little tech demo, how this two screen gaming would look like in motion. I would like to point out strongly thou, that game itself is still in early development stage (that's why enemies don't shoot at us ;] ) and everyday we hunt our programmers to squeeze everything from DS power. That's why final version of the game is bound to look kinda different than this – as we hope, way better
Nonetheless we would like to know what you think about gameplay presented here. We know its not much but it will show you guys where we want to go with it. And we want your support all the way :]
Thanks in advance for any crit and comments. Here is the move:
http://www.nibris.net/rotr_tech_demo.avi
About 2Mb, needs DivX codec to play
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August 17th, 2006, 00:26 Posted By: wraggster
News via Gamespot
Broderbund's seminal, 1980s action game Lode Runner will make a return on the Nintendo DS, a couple of 21st-century upgrades--glossed-up graphics and Wi-Fi multiplayer--in tow.
More than a port of the 1987 NES version, Lode Runner for the DS will include two graphical options: an "original" mode that uses the 8-bit original's unaltered graphics, and an "arranged" mode that sports somewhat spruced-up visuals, according to Famitsu.com. Two new game modes will tweak the classic gameplay: "Championship Lode Runner" features enhanced difficulty and "Tsume Lode Runner" removes time limits, so players can concentrate on puzzle-solving.
Lode Runner will also make use of the DS's Wi-Fi support, although the multiplayer features were not announced. The game's publisher, Hudson, is aiming is for an October 26 release date in Japan.
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August 16th, 2006, 19:11 Posted By: wraggster
Vinnepin has released a new game for the Neoflash Coding Contest:
Hey guys,
I just got the gameplay finished for my upcoming game "Hawaiian Islands". It only got 1 lvl just right now, but the planning is that there are much more lvl's to come.
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.
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August 16th, 2006, 19:07 Posted By: wraggster
djceejay has released a game for the Neoflash Coding Contest, heres the release details:

Here's the first version of my entry. I plan to post an update before the deadline but I wanted to get something entered just incase I don't.
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.
v.0.1 screenshots:
Fixes todo:
Fix crash bug on certain grid squares.
Add cash total.
Add more questions.
Add mystery and boost grid squares (they just ask questions atm.).
Sound effects.
Tarting up - animated splash, better intro, stylus issues.
I have tested the game on a flash2advance cartridge with a Max Media Launcher. If you have any other setup could you please test it works ok for me - thanks.
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August 16th, 2006, 18:56 Posted By: wraggster
The Animal Crossing tool has been updated, heres whats new:
It's now possible to set a creator town and name with converting patterns.
It's now possible to edit patterns inside savegames (no .acww files yet), and edit their names.
You can now import and export letters from the Player 1 "inventory" (.ltr files)
You can now change the "to" and "from" of letters into your own name.
Some minor bugfixes.
More info --> http://www.xs4all.nl/%7Eaviator/acww/
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August 16th, 2006, 18:11 Posted By: wraggster
Snezziboy the SNES Emulator for the Gameboy Advance (nintendo ds too) has been updated, heres whats new:
Fixes and Features:
Fixed a small bug in the debug version, as the horizontal cycles was not showing up correctly.
Fixed transparency so that it is disabled if the register $2130 disables all color math. (Fixes the screw up in Aladdin)
Fix code skip for WAI/STP/WDM instructions so that if the player does not enable HDMA through the Snezziboy configuration, then the code skip selects the fastest skipping mode.
Fixed a critical bug in the mechanism that supports the intra-frame update of background scroll position. The bug, which crashes the emulator at worst, or screws up some layers at best, only occurs after about 65535 SNES frames have been completely rendered, or roughly 18 minutes into gameplay, assuming the game runs at full 60 fps without slowdown.
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August 16th, 2006, 17:53 Posted By: wraggster
Just like "Victoria Bitter" means "water," "Hungry Jack's" is Australian for "Burger King." Nintendo of Australia has teamed up with the Ozzie eatery to help celebrate the 20th Anniversary of Super Mario Bros. and is giving away character keychains with Kids Club Meals. Customers get a choice of Mario, Luigi, Yoshi, Princess Peach or Donkey Kong and also are entered into a draw to win a DS Lite and a copy of New Super Mario Bros. Doesn't Peach look totally pissed off? I kinda felt that way when I realized Hungry Jack's even tastes like Burger King.
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August 16th, 2006, 17:49 Posted By: wraggster
New photos from THQ's Wii event
THQ hosted a super secret special Wii press event in New York City on Tuesday and IGN was on hand to get the pics and the goods. While there isn't any drastic new information that came out if it, there are interesting side notes that did, including the Wiimote speaker implementation:
All games used rumble, but no game used the speaker. When asked about it, a THQ rep told us that no documentation outlining the speaker has been received from Nintendo at this point.
Interesting that so close up until launch and a major developer hasn't been given the full details on a major component in the Wii control scheme. Check after the break for more pictures, including the Wii development kit (which is not a GameCube, like at E3).
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August 16th, 2006, 17:42 Posted By: wraggster
A diet game is to be the latest in Nintendo's line-up of lifestyle titles for its consoles, with this fat-busting game planned for Wii.
Nintendo is hoping to attract new consumers to Wii with this diet game, in much the same way Dr Kawashima's Brain Training has done with DS, according to business news service Bloomberg.
Unfortunately there are no details about the project just yet, but that allows us to indulge in some speculation, so here goes. The game could encourage aerobic exercise by moving the Wii remote round or perhaps advise on calorie intake, and menu ideas could be made available using the online connectivity.
Whatever happens, it seems that Nintendo is keen to prove to the world that gaming can be good for you.
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August 16th, 2006, 17:25 Posted By: wraggster
Nintendo's Wii could be nestling under your telly for a lot cheaper than you think, according to a financial report from the Tokyo-based Nikko Citigroup.
In-between the financial jargon, the financial institution forecasts that the Wii could carry a Japanese price tag of 19,500 yen, down from original estimates of 25,000 Yen, because of cheaper CPU costs, which, through current exchange rates roughly translates to around £90.
But before you start doing Mario cartwheels on your computer desk, keep in mind that console prices rarely ever convert according to exchange rates, and we can probably take this report to indicate a more likely price-point around £130.
Nikko Citigroup's previous forecast for the Wii was 25,000 yen (about £114), but the firm lowered its price estimate based on its expectation that Nintendo will be able to produce the console's CPU for lower than expected.
Up to now the official word from Nintendo has been that the Wii will retail for under 25,000 yen in Japan and under $250 in the US. While we don't expect the console to debut at the sub-£100 price-point this report suggests, the surprisingly-low £130 introductory price of Nintendo's Gamecube has us hopeful that the company will still surprise us with a really competitive entry into the market. It could even creep up towards the £150 mark and still be damn good value.
We'll be looking out for good news at Nintendo's Leipzig press conference next Wednesday.
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August 16th, 2006, 17:18 Posted By: wraggster
Speculation is mounting that the Wii will sport an intriguing feature which is as yet unannounced: voice-to-text communication. Originally unveiled by a "Nintendo insider" on an IGN gaming forum, and apparently confirmed by a NoA patent application, Nintendo's next-gen console could feature a system that converts online players' voice inputs to text, which it adjusts according to volume and tone of voice.
Thus, if a player shouts into the microphone (the patent application mentions both wireless earphone/microphone headsets and microphone input from controllers such as the Wii-mote), his or her text might be sent to competing players in a red, larger than normal-sized font, or if their voice sounds stressed or aggressive, the text may appear in a bold or italic font. The patent application also suggests that the voice recognition system will look for keywords and emphasise them - so, for example, the phrase: "I'm going to blast you" might be sent to competing players as "I'm going to BLAST you".
The system would come into its own in situations when, for example, online servers are unable to provide full voice-chat processing, or not all players are equipped with headphones, and would make aficionados of online PC games, who generally communicate with each other via text, feel at home.
It seems the Wii is set to be even more of a box of tricks than was previously thought - if this does all turn out to be part of the console, of course.
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August 16th, 2006, 03:13 Posted By: wraggster
According to a financial report from Tokyo-based Nikko Citigroup, Nintendo’s upcoming new-gen console, Wii, will launch in Japan with a price point of 19,800 yen, which converts to approximately $170.
Readers should keep in mind this is nothing more than a financial forecast, and Nintendo has not made any official announcements regarding the console’s price. The current official word from the Big N on Wii’s price is the console will sell for no more than 25,000 yen or $250 in North America.
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August 16th, 2006, 03:12 Posted By: wraggster
Just as the DS was the answer for the lazy brain, Wii may be the answer for the lazy body. A report from Bloomberg today made mention of a new form of "game" in development at Nintendo: Wii-based diet software.
The Bloomberg report, issued following recent strong performance of Nintendo's Japanese stock, made mention of the new software in passing. Nintendo is developing diet-related and other forms of software for the Wii, the report said. The report noted that such titles, specifically Brain Age for the DS, have been able to target new users who aren't used to standard game controllers. Details were not given beyond this.
Nintendo is expected to reveal more on the Wii in September, or possibly before that at the upcoming Games Convention. Our first look at whatever new Touch Generations games Nintendo has in store, diet games and more, could be coming soon.
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