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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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May 24th, 2006, 03:18 Posted By: wraggster
News from Lik Sang
Riding high on the success of Chaos Field, Milestone ported their second Naomi arcade hit to the Dreamcast earlier this year. Radilgy certainly impressed too, and now they're keen to show GameCube and PS2 owners what they've been missing. A relentless shmup starring mech like warriors, along with your trusty upgradeable gun you'll also pack a windshield wiper style laser sword which reminiscent of Radiant Silvergun, blocks your foe's projectiles, plus a concentric barrier which absorbs shots and inflicts damage on enemies within its range.
Beyond the original Arcade Mode, both Radilgy GeneriC (Radilgy GC) and Radilgy PreciouS (Radilgy PS) also have unique Score Attack modes, and visually you're in for a treat as well. Graphics seem almost hand-drawn in a toon-shaded style, and multi-colored blobs spray from all sides while enemies pop to death in an explosion of rays and puffy detonations. Due this week you can grab your sword, ignite your vulcan cannon and steer your mecha into a bullet-storm where it'll take all your skills just to stay in one piece!
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May 24th, 2006, 03:10 Posted By: wraggster
New Commercial Release posted at Lik Sang

A unique touch-oriented puzzle game, the basic idea behind Touch Panic is that you're trying to arrange panels to create an uninterrupted path for a rolling "panic" ball. The pieces of the board consist of curved and straights lines, which must be connected in order to make a clean path. You can tap a panel to make it slide or rotate into a more suitable position. Tapping the panic ball makes it dash forward. The game also gives you access to 50 special moves, called "tricks," which you must unlock by collecting Touch Balls in the main mode of play.
More info --> http://www.lik-sang.com/info.php?pro...2&lsaid=219793
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May 24th, 2006, 03:04 Posted By: wraggster
New Commercial Release posted at Lik Sang:

Like last year's game, Ultimate Spider-Man approaches the action in a very Viewtiful Joe-inspired design. The characters, objects, and environments all utilize the Nintendo DS system's 3D capabilities complete with a free-flowing, almost dynamic camera to follow the action. But the gameplay itself is strictly restricted to a 2D plane instead of the exploration heavy design of the upcoming console versions. But it's a decision that works for the unique nature of the Nintendo DS hardware. The Nintendo DS version is a completely unique experience, and what's more the development team have worked in some really great dual screen and touchscreen elements into the mix.
More info --> http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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May 24th, 2006, 03:02 Posted By: wraggster
New Commercial Release posted at Lik Sang:

Simple DS Series Vol. 8 The Kanshiki Kan is a port of PlayStation 2 Simple Series vol. 70: The Kanshiki Kan. This game has you solve a number of mysteries by heading to the crime scene and collecting evidence and fingerprints which are then handed off to an expert for analysis. Your job is to manage evidence and string together a correct picture of the crime; go off on the wrong path and your superiors will grow angry and take you off the case.
More info --> http://www.lik-sang.com/info.php?pro...3&lsaid=219793
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May 24th, 2006, 02:59 Posted By: wraggster
New Commercial Release posted at Lik Sang:

Working very closely with Peter Jackson and Wingnut Films, Ubisoft has created a game reflecting the visual interpretation, character dynamics and dramatic narrative of Jackson's epic take on the classic King Kong story. In this epic adventure [loosely based on the gameplay of the console version, with all-new levels and play elements], you will experience the fateful legend of Kong from the perspective of both man and beast. Survive Skull Island as unwitting hero Jack Driscoll in first-person shooting action, and unleash the staggering power of the 25-foot-tall King Kong in third-person action sequences.
More Info --> http://www.lik-sang.com/info.php?pro...4&lsaid=219793
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May 24th, 2006, 02:16 Posted By: wraggster
News from Play Asia
Naruto, Sasuke and other Ninjas of the Konohana clan return in Tomy's action packed Naruto: Saikyo Ninja Daikesshu sequel for Nintendo DS™. The fourth installment in total and the second one on Nintendo DS™ promises to be bigger and better than any of the previous ones. The game features a total of more than 30 characters from the anime, new moves (such as an Air Attack, Throw Action, Rising Attack and Super Jump), a new Chakra control system, new missions and up to 4 player game play.
Tomy's Nintendo DS™ action game Naruto: Saikyo Ninja Daikesshu is now available at discounted US$ 24.90 only.
More info --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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May 24th, 2006, 02:14 Posted By: wraggster
According to reports breaking of late, the Nintendo Wii could be much more powerful than even the most optimistic fan might have hoped. Several sources, believed to be taking information from western developers equipped with near-final development kits for Wii, have seemingly leaked some impressive specs for the machine that, if true, slash the power void between Nintendo and its two home console rivals.
According to an article on Daily Tech, widely ignored during E3 but since gathering some pace, "...the Wii will ship with a PowerPC 750GX CPU jointly developed between IBM and Nintendo. Nintendo says the codename of the processor is Broadway and was manufactured using a 90nm fabrication process. IBM claims the 750GX GPU is based on the 750FX processor designed by the company several years ago. The chip can run at frequencies up to 1.1GHz and includes a 4-way set-associative single core with 1MB L2 cache."
The big news here is the mooted use of a PowerPC 750GX CPU running at 1.1GHz with 1MB L2 cache well beyond the expectations of most.
The piece continues, "On Nintendo's official Wii hardware "specifications" page, the GPU of the console is listed as still being developed with ATI. Whether this means that the GPU is still being tuned or there was simply a grammatical error on the site is up in the air. Very little is known about the Wii's GPU, codenamed Hollywood except that it is part of ATI's R520 family."
The mention of the R520 has sent shockwaves of quivering anticipation around gaming circles, as if the news proves true, Nintendo would essentially be able to boast a massive leap forward from the GameCube with the Wii possessing the graphical grunt of a well-equipped gaming PC. The outlined chipsets are also highly versatile, a feature Nintendo will likely employ to throttle the Wii for standby use during WiiConnect dormant sessions.
For reference, Nintendo's own blurb on the performance of the Wii, an interesting if guarded read, can be found here.
The merging belief that there were two kinds of Wii hardware on show at this year's E3 has brought some understanding to the gulf in visual quality between certain titles. It does seem likely that the majority of Wii software was running on modified GameCube development kits, with other titles, specifically Mario Galaxy looking as though they were delivering far beyond what the Wii's predecessor could ever have achieved. This was in stark contrast to titles such as Metroid which looked unchanged from its GameCube outings.
We'll update you on the progress of all things Wii at time trickles on.
Via Spong
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May 24th, 2006, 02:12 Posted By: wraggster
One of the more interesting factoids to come out of Nintendo's showing at this year's E3 was the widely-held belief that Nintendo was openly courting third-party peripheral manufacturers with the tantalising carrot of an open invitation to make the most of the Wii hardware.
Specifically, one Nintendo developer-relations meeting offered the Wii sensor technology under licence to any accredited company looking to have bespoke controls for future Wii projects.
Have a look at this interview excerpt with SNK's Ben Herman posted by Advance MN, in which the Sopranos-sounding executive concretes some of the gossip floating around the show. "[Nintendo] were very happy to have us back on board. They didn't come chasing us, but they allow us to have creativity. One of the things about the development kit for Wii is that, they said to us, create accessories. Do add-ons. If there are companies like Logitech and the like that are going to create all kinds of accessories that Nintendo. . .Nintendo's not going to corner the market or say that these are the only accessories that will plug in and play. They essentially are saying "be creative." Today I went to see the presentation. They had some accessories that had not really been shown. They have a classic joypad. They're working on a gun. Other third parties as far as accessory makers will work on other accessories and you know. . .just have fun with it."
Of course, we all know about the Zapper-holder for the Wii and the Classic Pad, though Nintendo openly inviting third-parties to release their own peripherals does come as something of a surprise.
Via Spong
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May 24th, 2006, 01:48 Posted By: wraggster
New product from Success HK, heres the details:

Unique design
The stylus is retractable
It can turn to be a ballpen after remove the cap
Compatible with NDSL, NDS and other PDA devices
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May 24th, 2006, 01:46 Posted By: wraggster
New product from Success HK, heres the details:

Hardcore gamers the world over invested in Flash Carts for their GBA handhelds, running home brew games or programs shared among users or downloaded from the internet. With a Flash Cart and an emulator, for example, you could play games for older machines such as the Mega Drive/Genesis or the Sinclair ZX Spectrum on your handheld. It was your ticket to a whole new world of home brew software and emulation gaming. Then came the Nintendo DS. It’s fully backwards-compatible with the GBA, but you could only use a Flash Cart in GBA mode. There was no easy way of accessing DS programs on your Flash Cart. Until now?
MAX Media Launcher for the Nintendo DS and DS Lite is the perfect solution for accessing DS media from any GBA flash storage device. Simply snap in the Max Media Launcher cartridge, and that's it! Media, freeware, executables and other files stored on your flash card can be launched. The Flash Cart revolutionised the GBA home brew scene, and with MAX Media Launcher, it will do for the DS too.
MAX Media Launcher is compatible with most types of flash cards including M3 and NEO.
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May 24th, 2006, 01:36 Posted By: wraggster
The guys at Orange lounge radio have made a few interesting discoveries whilst investigating the potential launch date of Wii. On their latest podcast, presenter Rob Roberts speaks to a regular guest who works in the distribution industry. He claims that they've had confirmation of launch dates for a number of Wii titles.
According to the show, two Wii titles have an October 18th launch date. This date coincides with the anniversary of the launch of the Nintendo Entertainment System in the U.S, so could be the date Nintendo have in mind.
Roberts may have hit the nail on the head when he suggested that there may be a late summer launch date, followed by the launch of the NES retro download service on October 18th.
Via Hexus
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May 24th, 2006, 01:27 Posted By: wraggster
Snezziboy the SNES Emulator for the Gameboy Advance has been updated, heres whats new:
Fixed vertical-sync so that games appear much smoother now.
Fixed the TXS instruction so that processor flags are not updated
Fixed the IO for WRAM write at IO addresses $2180-3 (Megaman7 sprites now appear)
Incorporated SNES Advance's SBC/ADC accurate implementations (Super Mario World now works)
Used a jump table to implement scanline skipping for $42 and $DB opcodes
Fixed scanline skipping to proceed to the next immediate interrupt when NMI, V+H IRQ is enabled. (MegamanX, Megaman7 runs faster)
Fixed 256 color background update (for mode 3) (Super Mario All-Stars title and menu selection now visible, Super Mario Bros, The Lost Worlds subgames seem playable with appropriate speed patch)
Fixed VRAM allocation for modes 2 and above (able to see blobs that have been dropped on the field) Known Issues:
VRAM writing sometime still screws up (Kirby's avalanche: can be worked around by pressing L+R+start to go to the config, and exiting the config screen again)
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May 24th, 2006, 00:46 Posted By: wraggster
Bronto posted this news:
I finally found a way to add write support for Supercard SD so you can save your settings. This was the first time I could actually test the save settings feature, and I found out it is very bugged. I already fixed this, but it I want to work on newsfeed support before releasing a new version. This will also contain the latest version of dswifi.
More info --> http://blog.bronto-online.de/
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May 23rd, 2006, 23:16 Posted By: wraggster
Despite the fact that Ubisoft insists on using those promo shots of the crazed goth teen with the mile-high hair travesty piled on top of her head, we're still quite excited by Michel Ancel's imminent return to the Rayman universe in Rayman Raving Rabbids, set to launch with Nintendo's Wii.
Speaking to IGN, Ancel has divulged a few nuggets regarding how the game will utilise the Wii's fancy new controller - and, frankly, we're a bit scared. Firstly, and most traditionally, Rayman's movement - including walking, run, jump and roll - will be performed using the nunchuck attachment, while the brand new fighting system works via the Wii remote.
You'll be able to perform Rayman's trademark puch move by literally punching with the controller in your hand, but that's not all. Apparently, the sensitivity of the remote means the game will recognise when you're punching from left to right and so on, meaning you can strategically bring down an onslaught of foes.
Ancel also reveals that grappling can be performed with a quick move of the nunchuck to latch on to nearby enemies. It's then possible to spin them around and launch them as projectiles by whirling the nunchuck around your head. Try not to get the cable wrapped round your neck then, obviously.
Apparently, Rayman's dive attack is achieved by launching yourself in the air and gesturing downward with both bits of the controller, performing a ground stomp worthy of Mario himself, we imagine. You can also perform kung fu moves by shaking the remote at will.
Once you've mounted a creature in the game - both eagles and sharks are given a mention by Ancel - you can ride them around by tilting the remote in the direction you want to travel. Ancel describes this as being "very natural to control".
Finally, and more mysteriously, it also seems you'll be able to dance with your bunny opponents, although Ancel stops short of revealing too much on this one: "I will let your imagination fly on that one!"
Rounding up the interview, Ancel gives his thoughts on developing for Nintendo's new system. "The hardware is perfect to develop games. It's easy to program so you can concentrate on developing new ideas and pushing your gameplay," he explains, "The controller is definitely innovative. This controller opens new ways to play games. As gamers, we will rediscover how to enjoy videogames. As developers, we must rethink our controls and gameplay to push the interactivity and immersion even further. "
Via CVG
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May 23rd, 2006, 01:04 Posted By: wraggster
Pepsiman posted this news:
I have ported mathomatic to DSLinux. This is a great tool that can help you with most math problems. I hope it works well on all builds, because it is a bit memory hungry. I had to trim some defaults down to make it work. I have tested it on DSMEM and .nds.”
More info --> http://www.dslinux.org/blogs/pepsiman/?p=63
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May 23rd, 2006, 01:02 Posted By: wraggster
SGstair posted this news:
Work is progressing on the dswifi library, you can see the progress as it is being made here, on my SgstairChecklist wiki page.
It’s not ready for a full release at the moment, but there’s even better news:
Now, thanks to some help from WntrMute, I’ve reorganized the dswifi library to make building easier and have added it as a module to the devkitpro sourceforge CVS server (see file listing here).
Keep in mind that this certainly isn’t the best option for everyone, but for those of you who are sufficiently capable this will put you at the cutting edge of dswifi library development, which can only be a good thing with the ndshb.com DS wifi game coding competition coming to close in about a month and a half. Having the latest wifi codebase could give your app the edge it so desperately needs! :P
In all seriousness though… Feel free to download and compile the libraries, it’s an utterly painless process if you can get CVS to cooperate, the new build system dumps 4 output files (libdswifi7.a, libdswifi9.a, libdswifi7d.a, and libdswifi9.a - arm7 and arm9 release and debug versions respectively) into [root]/lib, and the include files you need are in [root]/include. [NOTE! the old lib used “libdswifi7r.a” and “libdswifi9r.a” for the release versions - the ‘r’ has been dropped for the new version.]
If you find bugs…. let me qualify: if you find bugs that are not explicitly listed in my checklist, please feel free to bug me about them. Please do try very hard to explicitly define the bug though, generally “recv doesn’t work” isn’t nearly as helpful as “I noticed that recv fails in xxxx circumstance and tried a bundle of other things but it worked ok for them” - in other words just don’t be extraordinarily vague.
If there are known bugs that are hindering your progress, you may also bug me about them, I’ve got a rough set of priorities in my mind about what order to tackle the bugs in but if you have something you need to have working correctly, I can usually adapt my workflow to fix it more quickly.
As always, bug me via email, leave a comment here or on the wiki, or stop by on the IRC channel - #dswifi on EFnet
Have fun, and good luck with your (hopefully wifi related :P) projects.
More info --> http://blog.akkit.org/2006/05/21/dswifi-goes-on-cvs/
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