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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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July 17th, 2006, 17:21 Posted By: wraggster
News from Divineo USA
We were recently happy to hear from the G6 team that the G6 Lite will be shipping within approx 2 weeks time, we hope to fulfill all pre-orders as soon as stock arrives and would like to confirm that we are only stocking the English version.
Heres more info about the G6Lite:

The G6 Lite fit into the GBA cartridge slot of the DS Lite without any extending.
Compatible with all GBA , DS and DS Lite.
Support all DS software, GBA software , Media, Music, Photo, eBook, etc
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July 17th, 2006, 17:17 Posted By: wraggster
Wiimote camera functionality further hinted at in official documentation for Nintendo's forthcoming console
Since Nintendo's unveiling of the Wiimote microphone for its forthcoming console, rumours of camera functionality have been persistantly whizzing around the internet. Now, further fuel has been poured onto the flames of speculation in an official developer document for the Wii.
According to the document, obtained by IGN, the Wiimote is apparently capable of 'viewing' a one megapixel 'image', measuring X axis coordinates of 0-1023 and 0-767 on the Y axis. It's unclear whether this information can be interpreted into an actual visual form, but its interesting nontheless.
On top of that, there's a bunch of other tidbits about the console in the documentation. For starters, the Wiimote will be powered by two AA-sized batteries, which can apparently last for up to 30 hours when pointer functionality is enabled on the controller, and 60 hours with just the accelerometer features in use. It seems the controller's rumble can also be turned on or off, presumably extending the battery life that little bit further.
Interestingly, the Wii's sensor bar contains four LEDs, serving a number of features. As well as indicating which player is interacting with the console at a given moment, they also show how much battery power remains in the controllers at the console's start up. 75% and upwards, four LEDs will illuminated, 50%-75%, three will light, while 25%-50% is indicated by two and one LED represents anything below that.
There's also a bit more information regarding the synchronisation routine necessary for the console to interact with the Wiimote. Under the front flap on the Wii, you'll find a 'SYNCHRO' button - simply press that then hit the 'SYNCHRO' button inside the battery flap. Each controller is then assigned a unique ID number. It seems that you'll also be able to hold down the '1' and '2' buttons to perform the same task, reducing the need to fumble round the back of the controller.
Rounding up the Wii info shower, it seems the Wiimote contains 6kb of memory, which could be related to the speaker or might even be used to store personal data - as has been suggested repeatedly on the 'net - for that extra dollop of Wii personalisation.
With plenty more apparently to be revealed about Wii, we're getting anxious for Nintendo's planned September meeting where, hopefully, all our questions will be answered.
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July 17th, 2006, 17:13 Posted By: wraggster
THQ president and CEO Brian Farrell has offered a ringing endorsement of Nintendo's next-generation Wii console, commending the Japanese giant's back-to-basics approach to "fun" gaming as a welcome tonic in an industry which "takes itself too seriously".
Speaking in an exclusive interview with our sister site Eurogamer TV, the US publisher boss revealed his company's enthusiasm for the system, which it intends to support heavily from day one with its biggest properties.
"We love the Wii - it's all about having fun, right? Games are about having fun and sometimes this industry takes itself a bit too seriously," Farrell said. "If you watch people with that Wii controller, it's just fun to play with.
"A lot of our properties, like Cars and Spongebob and others, really map well... Potentially even wrestling - I can think of a lot of great things to do with the controller for that product as well," he added.
Nintendo's positioning of Wii, as well as Sony's inclusion of motion-sensing as standard in the PS3 pad, presents an interesting series of challenges to a multi-format publisher like THQ, used to releasing the same content across a number of systems.
Farrell welcomed the strategies of all the format holders and while refusing to rule out platform exclusives, admitted that unique features rather than unique titles would be the focus.
"It's all about competition between the platform holders and we love that actually," he insisted. "Their job is to drive hardware into the market - for a software publisher, that's nirvana. The more hardware, the more intense the battle to drive hardware into homes, the better the addressable market for companies like THQ.
"Because of high development costs it's going to be harder and more costly for someone to do an exclusive title," Farrell continued. "We've done exclusive titles in the past; we're always open to having those discussions. I think what you'll see with the Nintendo Wii, though, because it is a unique platform, you'll see unique if not exclusive titles."
Elsewhere in the interview, with key titles like Company of Heroes, Saint's Row and S.T.A.L.K.E.R on the horizon, plus the expectations for current Pixar blockbuster tie-in Cars, Farrell was bullish in his outlook for the year ahead and on his firm's ability to close the gap on arch-rivals Activision and EA.
"Our goal at E3 was to put a flag in the ground as a true next-generation games company, and I think we've done that," Farrell claimed. "He who has the best games wins - that's what's great about this industry. We've built out our global infrastructure, we have a world class development organisation, we understand what gamers want. So once you have that infrastructure and that know-how in place, it's all about the games."
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July 16th, 2006, 22:41 Posted By: Mazza
The Popular IRC Client by Ficedula named SylphIRC has been updated to version 0.05v
Changes in this version include
-Fixed PMs going into wrong window
-Added "Open PM" command - open a new PM window to a user
-(Hacky) fixed case sensitivity issues on channel names etc. (for the moment, puts everything in lower case)
-Source released
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July 16th, 2006, 21:20 Posted By: wraggster
Gotta feel sorry for this dude who went out and the Dog chewed up his DS Lite.
Take a look at the screenshot via the comments
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July 16th, 2006, 21:13 Posted By: wraggster
chatterbug89 posted this news/release:
INTRO
-----------------
For the past few weeks I have been working on a game I call, Super Snake DS and it is now at a point where it's actually a game. ^^ Super Snake DS is yet another snake game, but with static and moving obsticals, mini games, and boss levels (Not implented in this pre-release version).
Object of the Game
-----------------
The object of the game is to meet the requirements of the level for each sublevel before deing. If you die before you've met the level requirements, you lose a life or posibly get a Game Over. Also, there are 5 sub-levels to a level. Finally, after each level, you get to play a mini game to gain extra points and or lives.
This Version...
-------------------
At the moment, there are only 7 levels ( which comes out to 35 sublevels), and once you beat level 7, you just end back up at level 1. Also, there is currently only one minigame (A nice Card Matching game), but in the future, there will be Triva minigames concerning the level just played and others which I haven't come up with yet. Also, I have a few ideas for Boss battles, but I haven't started implenting them yet.
GamePlay
-------------------
Gameplay is pretty self explainable. In the final release, there will be a short in game tutorial  Also, as for the question of what is good and what is bad. Look for hints in the level Objectives Message on what you shouuld be tryign to eat and what you should avoid. Sometimes it's said directly, sometimes it's not :-P
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July 16th, 2006, 21:09 Posted By: wraggster
JessTicular posted this:
Spring Physics is the simulation of tension forces between two or more connected points, such as would be found in (funnily enough) a spring, or cloth, or jelly.
This tech-demo is designed to showcase a single spring acting upon two points, and the cumulative effect of multiple points joined together to make a string.
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July 16th, 2006, 21:05 Posted By: wraggster
News from Drunkencoders
Converting movies straight from YouTube to DPG? Under Infantile Paralysiser newest post he has a codec that works beside FFDShow for rendering .FLV files which our the ones used on YouTube.com I'm not exactly sure all that he says in his post lost in translation... But if you install FFDShow and his .FLV Codec then open the Video Decoder Config. go down to FLV and turn from disabled to libvcodec i think it is, just not disabled, then you will be able to play them in WMP. Now you can convert them with the Moonshell DPG Encoder for use of watching YouTube videos on your NDS. Very nice Infantile Paralysiser props for this one. Goto his page if you need more info on it.
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July 16th, 2006, 20:14 Posted By: wraggster
Heres a release list with the date of when the opera browser is coming to Europe.
September:
29 - 42 All Star Classics (formerly known as clubhouse games)
29 - DS & DS Lite Browser
XX - Age of Empires: The Age of Kings (THQ)
XX - Contact (Rising Star)
XX - Pro Evolution Soccer 6 (Konami)
XX - Rayman IV (Ubisoft)
Until confirmed take it as a rumour
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July 15th, 2006, 14:24 Posted By: wraggster
Moonlight has released a new version of his Multimedia playing app and much more for the Nintendo DS, heres whats new:
The Japanese font like LC was added to CP932-2.
An accurate Chinese font by czw was added to CP950 (big5). (Thanks czw!)
The main body of NDSROM is the same as Ver1.32.
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July 15th, 2006, 14:13 Posted By: wraggster
LS5 has released a new version of BatchDPG, heres some info:
BatchDPG is a DPG conversion alternative for dpgenc, the converter included in the MoonShell package. BatchDPG was primarily created to offer better quality than the default converter, but has numerous other advantages. These advantages include: support for any video file that can be played in a DirectShow based media player, automatic framerate calculation, easy to add subtitle support, mono audio encoding, ability to set a maximum bitrate to avoid the video freezing for some time, less out-of-sync issues apparently caused by a bad resampling algorithm, and -ofcourse- batch support.
AviSynth v2.56 or higher and Microsoft .NET Framework Version 1.1 must be installed before BatchDPG can be used.
Whats new:
- Lower resolutions selectable.
- BatchDPG now actually reports something semi-useful when conversion failes, and doesn't create any useless output.
- Nice GUI and tray icon.
- Source released. Includes the source of headermaker
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July 15th, 2006, 13:58 Posted By: wraggster
Bronto posted this news:
Unfortunately, I won't be able to work on NDSMail for the next 7 days or so.
It seems there are some problems with mini-SD flash cards (SC miniSD,M3 miniSD). This is rather strange, as they should be compatible to the SD cards. I think this is caused by the special version of the fat lib I'm using. The new libfat looks very promising, but it does not support the SC SD yet.
If I had one of the flashcards causing trouble, I could improve compatibilty ( hint hint )
a friend of mine proposed a great feature:
auto-connect:
If none of the preferred access points is found, the app will try to connect to any of the (open) access points in range. So if you are in a public area, chances are that you will find an open, non-protected access point. (Note that this may be illegal in some countries. But I know that at least in germany you are allowed to connect to any access point that is not protected).
More info --> http://blog.bronto-online.de/
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July 15th, 2006, 13:45 Posted By: wraggster
Dragonminded has released a new version of his organiser app for the Nintendo DS, heres whats new:
2.1
Fixed wav playback bug!
Fixed crash bug relating to extremely long file extensions (thanks BackBon3)
Fixed issue with saving bookmarks.
Fixed some issues with shoutcast playlists and streams.
Fixed a weird issue with renaming.
Changed vCard parsing, should be far more compatible with vCard files now, especially vCard 3.0.
Changed calendar/day planner written dates to reflect DD/MM/YYYY setting
Changed bookmarks to auto delete oldest one when you add more than the maximum.
Added default homebrew save path. Edit the ini file for this option.
Added .cfg as a text type.
Added sort by date option on the homebrew database.
Added messagease keyboard style.
Added support for 8bit wav playback.
Added simple proxy support. See the ini for details.
Added support for loading many more tracker formats, and mp2.
Added wav file recorder for voice memos.
Recoded keyboard from scratch, making it bigger, and fixing the shift bug.
Took out crappy handwriting recognition.
Improved keyboard speed by a bit, hopefully making typing easier.
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July 15th, 2006, 13:41 Posted By: wraggster
Our regular snoop around retail websites has revealed a potential release date and price for the Wii. A spokesperson for the website Shopto.net has spoken to Pro-G stating that they believe the Wii will retail for £149.99 when it's released in October this year. This will be in line with prices rumoured for a few months, but the October date is marginally earlier than the November date industry insiders had expected. The information is said to come directly from Nintendo, although is subject to change before release.
That's not all. According to the spokesperson, the Xbox 360 will retail for under £200 before Christmas, although which system will fall below this key price point isn't clear. Our best guess is that it will be the Core pack, which currently retails for £210.
via prog
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July 15th, 2006, 13:35 Posted By: wraggster
Via IGN
The Big N has been relatively hush-hush about the details of its innovative new Wii console and controller, choosing to release information during major events and then going quiet on the subject. But in official Wii developer documentation obtained by IGN, the company defines many of the hardware specifics and functionalities for its upcoming Wii controllers. We have some of those revelations below.
One of the big questions about the Wii-mote has remained how it will be powered. Official documentation on the topic offers some answers. The pointer will accept two AA alkaline batteries, which will keep it going for a considerable amount of time. If the precision aim functionality of the pointer is being used in games, the device will run for approximately 30 hours. If only the accelerometer functionality is being utilized, the Wii-mote will operate for 60 hours on two AA batteries.
The controller communicates with the Wii console via Bluetooth technology on a 2.4GHz band.
The Wii-mote features 6KB of "non-volatile" memory, whose exact purpose remains a mystery. IGN Wii speculates that this throwaway memory could possibly be used in conjunction with the Wii-mote's recently revealed internal speaker. It's also possible that this memory could enable players to store custom settings for the controller. However, official documentation does not specify one way or the other. In fact, Nintendo is currently offering developers no means to interact with the controller's internal speaker despite showing off games such as The Legend of Zelda: Twilight Princess, which spotlighted the hardware feature at E3 2006 in Los Angeles.
Recent photos of the Wii console's front flap showcase a button called SYNCHRO, whose purpose seems fairly obvious. The SYNCHRO button is, according to documentation, used to identify Wii controllers that can be used with the console. It assigns each controller a wireless ID number. Evidently gamers first press the SYNCHRO button on the console itself and then find and press another SYNCHRO button located inside the battery compartment of the Wii controller. Documentation also suggests that gamers can hold down the 1 and 2 buttons on the Wii-mote to accomplish the same task.
All of the buttons on the Wii controller are digital in nature. This includes (obviously) the D-Pad, as well as A, B, 1, 2, -, +, Power and SYNCHRO. The C and Z buttons on the nunchuk unit are also digital.
The sensor bar that interacts with the Wii-mote must be placed "above or below" the television set. The bar itself is about 20 centimeters in diameter and features two sensors, one on each end.
The Wii-mote's LEDs serve two roles. The first is to show which player is communicating with the console at a given moment. Player 1 will light up on the far left, Player 2 the next over, and so on. The second purpose is to illustrate battery life. Upon booting up, four LEDs blink when the controller has between 75% and full power. Three LEDs blink to show 50% and 75% power. Two LEDs blink to show 25% and 50% power. And one LED blinks to illustrate anything below that.
The Wii-mote features a built-in rumble motor that can be turned on or off. It does not offer varying degrees of rumble sensitivity. However, according to documentation, more intense vibrations can be simulated if developers rapidly trigger the motor on and off.
Light sources from fluorescent and halogen lamps, plastic, mirrors and more may occasionally interfere with the pointer, based on official documentation. To eliminate this interference, the pointer must identify the sensor bar and mark its two coordinates. When pointing with the Wii-mote, the unit is actually interacting with the sensor bar, which then translates data to the television, in effect simulating a direct aim to the television.
Interestingly, according to documentation the Wii-mote is able to act as something of an eye, measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis, which means that it is more or less seeing a megapixel image. Whether or not this data can be interrupted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera. This is, of course, purely speculative on our part, but stranger things have certainly happened - like, for instance, an internal speaker.
Developers tell IGN Wii that they are expecting to get classic Wii controllers in early September, which suggests that Nintendo is serious about providing this third input alternative for Virtual Console endeavors.
We contacted Nintendo of America for comments on our latest findings.
"There are many details that we've divulged about the console, but there is also more to learn," said the subsidiary's PR manager, Matt Atwood, in a telephone conversation. "However, Nintendo does not comment on rumors or speculation."
Nintendo's new generation console is officially set to launch sometime before the Thanksgiving holiday. However, rumors persist that the machine could debut as early as late October. Nintendo is expected to hold a briefing in September to reveal price and release date. IGN Wii will have more on the system as information becomes available.
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July 15th, 2006, 13:29 Posted By: wraggster
New Game Released from SuccessHK:

Popular arcade game "Mawasunda!!" has been upgraded and comes on NDS! Twenty five mini games are included. By using the touch pen, players can enjoy differently from the original one. Turn it around quickly, sometimes slowly... various acitions are necessary. "Power", "Brain" and "Technique" are the most important to play this game.

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July 15th, 2006, 13:28 Posted By: wraggster
New Game Released from SuccessHK:

In addition to the familiar Bomberman gameplay, Bomberman Land features a host of minigames which you can play solo or with your friends via Wi-Fi connection.

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