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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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July 7th, 2006, 22:29 Posted By: wraggster
Popular strategy game The Settlers is coming to the Nintendo DS, publisher Ubisoft and developer Blue Byte have announced. It should reach the shops before the end of the year and, amazingly, it will be the 13-year-old franchise's first outing on a handheld.
The game will start with a Roman ship landing on an apparently uninhabited island - and in true Settlers fashion, you will have to establish a settlement - and then train an army to defend it.
Naturally, The Settlers will make extensive use of the DS' touch-screen for designing and organising your settlement. The game will include two campaigns - Roman and World - and there will be a free mode in which you can play against the CPU. It will have 30 different occupations for characters, six types of soldiers and four races: Romans, Vikings, Nubians and Asians.
We'll let you know when a more concrete release date emerges.
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July 6th, 2006, 20:13 Posted By: wraggster
Ficedula has released a new version of his music app for the Nintendo DS
Version 0.04 is out; the list of changes isn't long, but at least one of them is a relatively big one...
Changes in v0.04:
-Fix bug scrolling playlist
-Allow clearing/add files to playlist from DS
Donations button for anybody feeling crazy enough to give up hard cash in exchange for downloads: is here.
From the readme...
Modifying the playlist:
-In the plugin configuration from within Winamp, make sure to set a "root folder". The DS
will only be able to see files inside here (sharing your whole hard drive automatically
would be bad...)
-Also check the file extensions SylphAMP will look for. This is hack because Winamp doesn't
appear to have a "scan folder" command in its API
-When you connect, the top screen should give a list of folders you can choose. Hold down
left shoulder button then use Up/Down/A to move around the folder tree.
-Once you've found a folder you want to play, press START (still holding down L-shoulder).
SylphAMP should clear your current playlist, then add all the media files inside the selected
folder to the playlist. It does recurse.
I've tested it with a playlist of ~3000 files; it's kind of slow to download the whole playlist
to the DS, but it does work.
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July 6th, 2006, 19:53 Posted By: wraggster
Heres what they say:
''There’s no change in our plan to release the console in the last quarter of this year. We are planning an announcement in September and it may be causing some confusion.'' - Yasuhiro Minagawa, spokesperson for Nintendo Co. Ltd.
While the statement doesn’t completely debunk a rumored launch in September, it makes it a very tight squeeze. The October release date is starting to look more and more likely, hopefully a mid to late launch.
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July 6th, 2006, 19:23 Posted By: wraggster
Snezzi DS the Snes Emulator for the Nintendo DS has been updated, heres whats new:
Fixes and Features:
- Fixed a critical bug with the register reads and writes (might be slower)
- Improved cycle counting (again) for block move and DMA operations.
- Added feature to handle mid-frame change of background offsets. (Able to see water in Super Mario World, Able to see scrolling clouds in Super Mario All Stars: Super Mario Bros, Able to see fixed status panel in Super Mario All Stars: Super Mario Bros 3, Able to see scrolling name entry in Zelda: A Link to the Past)
- Fixed reading register $4212 to indicate auto-joypad read status.
- Fixed writing register $4016 to reset only when the correct bit is set.
- Fixed joypad registers to send joypad input only from the first controller.
- Fixed HiROM mapping.
- Added Mode 20/21 ROM Access Speed.
- Fixed a bug with the INC/DEC opcode that was previously returning the wrong flags. (This fixes Super Mario Bros 2's glitch where the character suddenly warps to the top of the screen)
- Fixed messed up colors when in 256-color palettes.
- Fixed fading to use always the brightest fade color per frame
- Slightly improved VRAM allocation for background graphics
- Implemented Mode 7 Graphics
- Added more configuration options:
o FORCED BG MODE
AUTO, MODE 1, MODE 2,... MODE 7
o VRAM BG ALLOC
SMART - Don't allocate for disabled BGs may see less garbled graphics, slow refresh on every enabling/disabling/flicker of BGs
FAST - Allocate for disabled BGs may see more garbled graphics fast flickering of BGs (needed by games like Megaman 7)
o VRAM OBJ ALLOC
SHARED - Shared with BGs (may result in less space for BG graphics)
EXCLUSIVE - Not shared with BGs (allows more space for BG graphics)
- Added Quick Configuration Feature:
o L+R+SELECT+UP: Cycle through the following BG Priority Sets
set 1 = (P1, P2, P3, P3)
set 2 = (P2, P1, P3, P3)
set 3 = (P0, P1, P2, P3)
set 4 = (P1, P0, P2, P3)
o L+R+SELECT+DOWN: Cycle through the FORCED BG MODEs
opt 0 = as required by game
opt 1-7 = the respective modes
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July 6th, 2006, 19:19 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 critical bug with the register reads and writes (might be slower)
Improved cycle counting (again) for block move and DMA operations.
Added feature to handle mid-frame change of background offsets. (Able to see water in Super Mario World, Able to see scrolling clouds in Super Mario All Stars: Super Mario Bros, Able to see fixed status panel in Super Mario All Stars: Super Mario Bros 3, Able to see scrolling name entry in Zelda: A Link to the Past)
Fixed reading register $4212 to indicate auto-joypad read status.
Fixed writing register $4016 to reset only when the correct bit is set.
Fixed joypad registers to send joypad input only from the first controller.
Fixed HiROM mapping.
Added Mode 20/21 ROM Access Speed.
Fixed a bug with the INC/DEC opcode that was previously returning the wrong flags. (This fixes Super Mario Bros 2's glitch where the character suddenly warps to the top of the screen)
Fixed messed up colors when in 256-color palettes.
Fixed fading to use always the brightest fade color per frame
Slightly improved VRAM allocation for background graphics
Implemented Mode 7 Graphics
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July 6th, 2006, 18:54 Posted By: wraggster
It may not be too difficult for US or European gamers to make a few phone calls, go for a drive, and return home with one of Nintendo's new DS Lites, but that doesn't appear to be the case in Japan. The results of an informal DS Lite poll by Japanese technology news outlet ITmedia were released today, and if their numbers are to be believed, Japan is still knee-deep in DS Lite mania.
The poll simply asked visitors who are in the market for a Nintendo DS Lite to answer whether or not they had bought one yet. Although Nintendo's revised version of the DS handheld system went on sale March 2, only 44 percent of those who wanted one said they'd been able to find one. Thirty-nine percent said they were still looking, while 16 percent said they had more or less given up.
However, given that Nintendo has pledged to increase production to two million units a month and is determined to deliver 10 million units by the end of the year, relief can't be too far off for the DS deprived.
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July 6th, 2006, 18:50 Posted By: wraggster
If Wii watchers were happy when Sports Illustrated for Kids came out with a November 6 release date for the system, they'd likely be elated to read a new CNN/Money report from Chris Morris that suggests the console could arrive as soon as late September.
In his article, Morris points out that the Xbox 360 went on sale 69 days after manufacturing of the system began. He then cites a June 21 analyst report from American Technology Research's P.J. McNealy indicating that the Wii has already entered manufacturing. McNealy is quoted in the article as saying that October is "a reasonable timeframe" for the release. Morris also cites other, unnamed industry insiders as expecting a September or October launch for the system.
As for the official Nintendo line on this article, a representative hadn't returned GameSpot's request for comment as of press time. However, earlier today the company did respond to the Sports Illustrated for Kids article, saying in part, "We remain committed to launch the remarkable Wii console in the fourth quarter of 2006."
That would rule out a September launch, but not October. Nintendo president Satoru Iwata has previously said the console would hit shelves in the US before Thanksgiving.
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July 6th, 2006, 18:49 Posted By: wraggster
New Nintendo DS Commercial Game Release:

Race to the finish line as you live all the fun and excitement of the Walt Disney Pictures presentation of a Pixar Animation Studios film, "Cars." Play as all your favorite characters as you help Lightning McQueen capture the coveted Piston Cup Championship. The game is a story-based racing adventure game that relives all of the key moments of the movie. It features more than 10 playable characters from the film and an open world environment with more than 50 races.
More info --> http://www.lik-sang.com/info.php?pro...5&lsaid=219793
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July 6th, 2006, 18:46 Posted By: wraggster
New Gamecube Commercial Game Release:

Race to the finish line as you live all the fun and excitement of the Walt Disney Pictures presentation of a Pixar Animation Studios film, "Cars." Play as all your favorite characters as you help Lightning McQueen capture the coveted Piston Cup Championship. The game is a story-based racing adventure game that relives all of the key moments of the movie. It features more than 10 playable characters from the film and an open world environment with more than 50 races.
More info --> http://www.lik-sang.com/info.php?pro...9&lsaid=219793
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July 6th, 2006, 18:44 Posted By: wraggster
New GBA Commercial Game Release:

Race to the finish line as you live all the fun and excitement of the Walt Disney Pictures presentation of a Pixar Animation Studios film, "Cars." Play as all your favorite characters as you help Lightning McQueen capture the coveted Piston Cup Championship. The game is a story-based racing adventure game that relives all of the key moments of the movie. It features more than 10 playable characters from the film and an open world environment with more than 50 races.
More info/buy here --> http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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July 6th, 2006, 18:38 Posted By: wraggster
Of all the games we saw at E3 this year, Star Fox Command on DS was undoubtedly the most confounding - given that it mixed the franchise's pure arcade shooting action with a slightly tenuous dollop of turn-based strategy.
Now, Famitsu has uncovered new info about the game, set to hit Japan on August 4. Firstly, it apparently features more than 30 stages set across a whole host of locales - inlcuding space (dur), oceans, deserts and flaming caves. What's more, a number of pilots from previous Star Fox games are set to make a return.
There's also support for Nintendo DS rumble pack, for all your in-flight juddering and - best of all - the game's set to feature four-player multiplayer battles, either DS to DS or via the Nintendo Wi-fi Connection Service.
After the flaccid Star Fox Adventures and execrable Star Fox Assault on GameCube, we've got our fingers crossed that Star Fox Command will be a return to form for everyone's favourite feral fighter pilot.
Via CVG
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July 6th, 2006, 18:36 Posted By: wraggster
Tetsuya Mizuguchi's Q Entertainment studio is busying itself, following the success of Lumines and Meteos. It's working on two new puzzle games for the DS and PSP, to be published by Bandai-Namco, which Mizuguchi himself will exec-produce.
Both games are inspired by the obscure 1999 WonderSwan title Gunpey: the PSP will get a game called Gunpey-R (short for Gunpey-Reverse), while Oto wo Tsunagou! Gunpey Reverse (which will surely be renamed for the European market) will grace the DS.
Gunpey is, as you would expect from the makers of Lumines and Meteos, a simple puzzle game - based on movable squares containing diagonal lines, which you must shuffle until you form a line from left to right, at which point the pieces disappear. Gunpey-R for the PSP will employ the "skin" concept from Lumines, in which players collect themes with associated music and animations. The DS version will major on stylus-based manipulation, and each panel cleared will liberate a sound, which players can use to make their own music.
Bandai-Namco has announced that both titles will reach Japan this autumn, but has remained tight-lipped about any European release. We'll keep you posted.
Via CVG
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July 6th, 2006, 18:35 Posted By: wraggster
With Nintendo still keeping schtum regarding Wii's price and launch date - and with an official announcement not expected until September - speculation is, unsurprisingly, running rife on the 'net.
Now, those pesky analysts have stepped in to fan the flames further. It seems that P. J. McNealy of American Technology Research has suggested Wii may actually launch before the generally expected November release, hitting shelves around October or even late September.
In his analyst's note from June 21, McNealy stated that Nintendo already appears to be manufacturing final retail units of its Wii console, noting that "October is a reasonable time-frame [for the console's launch]". Indeed, this seems to be generally accepted amongst those in the know, with website CNN Money referencing similar expectations for a September/October launch from undisclosed industry 'insiders'.
Such a launch would give Nintendo a significant advantage over Sony - both in terms of the number of retail units the company would have amassed come release-day and by beating the PS3 to shelves by almost a month. Obviously, there's no official word from Nintendo yet but, with that announcement expected in September, we don't have too long left to wait.
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July 6th, 2006, 18:34 Posted By: wraggster
On the occasion of his sixtieth birthday, Nintendo has cheekily dispatched a goodie-bag to US President George "Dubya" Bush containing a DS Lite and a copy of Brain Age.
Bush is renowned for his tortured syntax and general mangling of the English language, which many people believe reflects some equally confused internal thought processes. Among the "Bushisms" he has uttered in the past are: "I can only speak to myself," and: "You never know what your history is going to be like until long after you're gone."
Could a daily work-out on Brain Age (the US equivalent of Brain Training) iron out those thought processes? Will Nintendo's newest handheld machine lead to a withdrawal of troops from Iraq and reasoned dialogue with Iran and North Korea, which both appear to be harbouring nuclear ambitions? We can but hope...
via CVG
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July 6th, 2006, 00:24 Posted By: wraggster
ETk posted this news about his Megaman clone for the DS:
I have done some great progress since last update
I'll nearly finish all what I have to code to start designing the levels, add the menu and release the game ^^
Changes:
-Fixed Collision system (yes.. once again)
-Fixed "load event" code (loading items, monsters, etc..). This was making the game load a monster and unload infinite times at the same time (incl. gfx glitches)
-Fixed hero arm. There is no space between the arm and hero in some angles now ^^
-Fixed x,y locations for where the shots appear (hero and monster shots).
-New level system: now all level gfx+pal are saved once (making the .nds file smaller)
-Added option to select tiles gfx and palette for each level (tool updated for this too). This is the 1st step to make the level editor too
-Added 2 more particle colours
-Optimized particle creation code (particles will be more "boom" now.. like moving more)
-Now if all 128 sprites are in use, the game will show an Error message saying that if you continue it will have gfx glitches
-Added more debug options
-Added sounds: weapon 1 shot, item, hit floor (when falling)
-Added an option to change what the shots will do when they make collision with walls: disappear, bounce forever, bounce X times
-Added a counter for kill sprites (needed for flamethrower and future new effect)
-Added new weapon: flamethrower
-Added new weapon: bouncing-ball
-Now monster will have gravity effects
-New AI for specified monsters: jump if there is something in front of you that will not allow you continue walking (stones, etc..)
-Added new monster: Blue Monster (doesn't have a name yet xD)
I also changed/added something more but I forgot it again :3
More info --> http://etk.scener.org/
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July 6th, 2006, 00:22 Posted By: wraggster
johanb123 posted this:
OK - I realize that everyone who downloaded yesterday's post is rather confused...I only had the server running for about five minutes at a time, and the game is hard-coded to connect to that. So today, I offer you the source and the server programs so that you can test it all out (which I still haven't done). The server is written for windows (it's almost entirely ripped from here), but a *nix port would be trivial.
And remember...this is still untested, so if you do get a chance to try it out, let me know how it goes.
In other news, to get around the only-one-flashed-DS-problem, I'm doing an Allegro port.
more info --> http://69.246.215.52:8181/prds/
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July 6th, 2006, 00:20 Posted By: wraggster
Lupi posted this news:
Well, finally exams are over, I'll try to work more on this game, but I'll be limited because of my car test lol, and then september exams, I can't find any time!!!. Anyway, I'll try to post some screens later this week.
Implemented class 'objeto' and class 'enemigo', several objects included in class 'objeto' like chests with keys, doors to change level, and some switchs. Two enemies included in class 'enemigo' the same two I had, but optimized, I'm planning to make some more enemies based on Minish Cap Sprites (sorry, is just my sprites are horrible :P )
More info --> http://usuarios.lycos.es/lupidangame/
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July 6th, 2006, 00:19 Posted By: wraggster
News from arog
After reading this thread (Emulators for linux?), and since I just loaded an old laptop of mine with Ubuntu 6.06 the other day, I decided to see what Windows emulators would work with Wine.
I don't think there's any need to develop in Linux and debug in Windows, you've got 3 pretty good emulators (DeSmuMe, Dualis, No$gba) to choose from!
http://www.aaronrogers.com/nintendods/linux.php
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July 5th, 2006, 23:52 Posted By: wraggster
SimonB posted this:
Qwak! Fully developed, and looking for a home on GBA.
Qwak is an arcade-style action game featuring a crazy gem-grabbing duck. Players grab all sorts of goodies in each level, all the while tossing eggs at enemies to take them out of the picture. The original Amiga game featured more than 80 levels, and all of them have been moved over to the GBA by the title's original developer, Jamie Woodhouse. More info here: http://www.jamiewoodhouse.co.uk/pages/promo_qwak.htm.
Any publisher interested in this ready-to-go GBA title, should contact Bob Koon at Ziggurat Interactive by sending him an email at bobk@zigguratinteractive.com.
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