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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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April 7th, 2006, 00:56 Posted By: wraggster
Finally the SD version of the Movie Player for the DS/GBA is released, heres all the info:

Product Features
Plays movies, music, images and e-books on your Nintendo DS™ or Gameboy Advance™
Includes Windows™ software to convert or create content
Based on Windows™ DirectX™ (whatever your PC can play can be converted)
Compatible to standard SD Cards, even the largest ones! (SD Card not included)
Firmware upgradeable through SD Card via free download
Works with all Gameboy Advance™ or Nintendo DS™ systems sold worldwide
Computer Requirement: CPU Pentium III 1GHz or higher, Memory 128MB or more, HD 400MB or more, OS Windows XP/2000/ME/9X
Description
The GBA/NDS Movie Player enables you to use your Gameboy Advance™, Gameboy Advance SP™, Gameboy Micro™ or Nintendo DS™ to play video and audio files and read e-books from standard SD Cards. You can use your PC and a normal SD card reader to transfer and convert your media files to the SD cards. The included software even converts files directly from DVD to the proper movie player format. The GBA/NDS Movie Player supports 'multi tasking', meaning that you can play songs while you are reading e-books in simple text format.
More info --> http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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April 7th, 2006, 00:55 Posted By: wraggster
Finally the SD version of the Movie Player for the DS/GBA is released, heres all the info:

Product Features
Plays movies, music, images and e-books on your Nintendo DS™ or Gameboy Advance™
Includes Windows™ software to convert or create content
Based on Windows™ DirectX™ (whatever your PC can play can be converted)
Compatible to standard SD Cards, even the largest ones! (SD Card not included)
Firmware upgradeable through SD Card via free download
Works with all Gameboy Advance™ or Nintendo DS™ systems sold worldwide
Computer Requirement: CPU Pentium III 1GHz or higher, Memory 128MB or more, HD 400MB or more, OS Windows XP/2000/ME/9X
Description
The GBA/NDS Movie Player enables you to use your Gameboy Advance™, Gameboy Advance SP™, Gameboy Micro™ or Nintendo DS™ to play video and audio files and read e-books from standard SD Cards. You can use your PC and a normal SD card reader to transfer and convert your media files to the SD cards. The included software even converts files directly from DVD to the proper movie player format. The GBA/NDS Movie Player supports 'multi tasking', meaning that you can play songs while you are reading e-books in simple text format.
More info --> http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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April 6th, 2006, 21:50 Posted By: wraggster
Source - Gamespy
To most gamers, Marvelous Interactive is not exactly the shining beacon of quality, since it is relatively unknown. However, Grasshopper Interactive garnered a huge reputation due to its involvement in Capcom's Killer 7, a title which became renowned for its incredible art style. Now, both companies have collaborated on an interesting and unique title for the Nintendo DS, entitled Contact.
If you've a fan of the Mother series (also known as Earthbound in the US), then you'll see some very similar traits between that and Contact. The game starts off with a short introduction of your character, who in a nice little touch, automatically assumes the name of your DS system. You are then asked several questions, such as your hobbies, what you like, and your location. After all of this information is entered into the game, you can actually start playing.
Essentially, what the game is all about is a professor from another planet who crashes into the Earth. The professor makes first contact with an earthling named Charlie, and from there, the professor commands this poor guy around to do several quests. When Charlie makes contact with a friend, then that friend becomes part of the professor's world, and you can team up with them to complete quests.
Contact is a traditional RPG in that you encounter enemies on the map, and you have a huge inventory of items to organize and use. Battles are not random, but are played out on the screen without any transitions. By pressing the B button, you can go into battle mode, although your attacks are all automated by the game. In addition to your regular attacks, you also have Tech Attacks that deal more damage or inflict status effects on your enemies. These Tech Attacks use stock points, which you can accumulate by defeating enemies or using items.
Sometimes, you'll find items that cannot be used immediately. Instead, you'll have various suits that are found in the game which allow you to use them. For example, you may find some meat after defeating an enemy, but it's inedible. Later on in the game, you'll find a Chef's suit that allows you to cook the meat. Of course, being a master chef means that you'll have to mix the meat with other items (vegetables, water) to make a sweet meal. Speaking of the suits, there are several in the game, some of which will give you special powers, while others will merely boost your stats. This level of realism is also evident in other aspects of the game. To save, you'll need to sleep, and to regain your strength, you have to go back to your room and take a nice, refreshing bath. Traveling between areas also requires you to get a good night's rest.
Read the full preview and see the screens at the link above.
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April 6th, 2006, 21:49 Posted By: wraggster
Source - DSFanboy
1up has posted a preview of Mario's latest return to block-busting, mushroom-mashing, princess-procuring platforming and the qualities observed are quite promising. Everything old is new again. Perhaps unsurprisingly, New Super Mario Bros. still plays and feels exactly the way you'd want and expect it to, even despite the addition of Mario Kart's nefarious blue shell and a mushroom that unleashes Mariozilla upon an unsuspecting world.
Actually, the preview does make it seem like becoming giant Mario makes things a tad too easy. It's an awesome sight as far as giant plumbers are concerned, but the act of running from one end of the level to the other with nothing to stop your progress seems less enticing. Hopefully that particular mushroom won't be abused in the game proper.
New Super Mario Bros. is currently slated for release on 15 March May (unless Nintendo rudely changes the date again).
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April 6th, 2006, 21:47 Posted By: wraggster
sgstair posted this news:
Ok, I’m proud to now publicly unveil My Wiki
This wiki has been put into place to make it easier for me to create and maintain documentation on a number of subjects that I have worked on in the past and will work on in the future. This wiki is a little different than normal, only a select few will be allowed to edit main pages but anyone is free to modify the discussion pages and provide feedback 
As of right now there is very little on the wiki, but it’s going to expand very rapidly soon, as I transcribe my current documentation into it.
(And for those of you waiting for the ds wifi lib, it is still coming, but it’s not ready yet.)
More info --> http://wiki.akkit.org/
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April 6th, 2006, 17:58 Posted By: wraggster

At last a Rumble pack has been released for the DS, heres the info:
Product Features
Official Nintendo Product
Compatible with supported games including Metroid Prime Hunters & Mario & Luigi: Partners in Time
Description
The Nintendo DS Rumble Pack connects to your GBA port in your Nintendo DS or DS Lite to add vibration features on supported games such as Metroid Prime Hunters & Mario & Luigi: Partners in Time.
More info --> http://www.lik-sang.com/info.php?pro...5&lsaid=219793
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April 6th, 2006, 00:43 Posted By: wraggster
Thoduv posted this news:
Hi !
I realized (hemmm) I forgot to give sources … Plus a small update …
Download Via Comments
also this update on NDSim:
I want to explain the actual Ndsim project’s situation.
First and most important : the project isn’t at an advanced stage : it’s a very early project and about nothing’s working.
Next, as Ndsim will be used to chat on different protocols, delfare, another NDS coder developped a libary to access IRC, libary who will be used in Ndsim in order to access this network ! A big thanks to him !
Finally : remember I haven’t and will not set any deadline for Ndsim : it’s not an easy project AT ALL for me, and I need time.
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April 6th, 2006, 00:33 Posted By: wraggster
SPOnG has just received news that our most anticipated DS game of 2006 – New Super Mario Bros – will be releasing in the UK on June 30, just in time for the school holidays.
We had a tantalising little glimpse of the game at GDC last month and you can check out our hands-on right here.
New Super Mario Bros is the first game in the multi-million selling franchise for over a decade. It follows our second and third most anticipated games for the spring and summer: Metroid Prime Hunters (May 5) and - yes, really - Dr Kawashima’s Brain Training: How Old Is Your Brain? (June 9).
Now, we’ve been hassling Nintendo to let us know when it plans to release those beautiful looking DS Lite’s so that we can finally play all of these great games on the Tube and out in public without looking like an overgrown child. Being Nintendo though, it's being very tight-lipped about when we can expect to see an official release of these diminiutive beauties over in Europe. Come on, guys! Don’t make us waste our hard-earned on overpriced imports!
Surely, but surely, it has to be a joint June 30 release for the DS Lite, bundled with New Super Mario Bros. SPOnG thinks it’s probably down to whether or not Nintendo can actually make the number of DS Lites required for a concurrent US/European launch to work well enough.
At the rate they are currently moving off the shelves over in Japan, this is perhaps not looking likely. By the end of April, Nintendo plans to have sold 1,250,000 DS Lites in Japan. Just turn up the speed a bit on those production lines, Nintendo. Those underpaid factory workers will never know!
Anal-obsessive fact and world-record fans might be interested to learn that the original Super Mario Bros. still holds the record for the highest-selling computer game ever (40 million copies sold according to the Guinness Book of Records) which gives you some idea of how important this new title is to Nintendo, and to gamers worldwide.
http://news.spong.com/article/9855
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April 5th, 2006, 19:07 Posted By: wraggster
Davr posted this:
Sketches of Q is the name of my favorite sketching app. It was written to run on Sharp’s Linux-based Zaurus PDA. The features that make it stand out, are:
The canvas is actually twice the resolution of the screen, and as you draw, it draws onto the larger canvas, which is then scaled down smoothly to give nice smooth, sketchy lines
The paint bucket tool: Instead of instantly filling all connected areas, ink would slowly pour out as long as you held the pen on the screen. This let you fill shapes that weren’t completely closed
I’ve duplicated the first feature in a proof-of-concept app for Nintendo’s DS handheld. It's a bit slow, and touchscreen support is not perfect. And no color selector. But I like it so far.
More info --> http://blog.davr.org/
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April 5th, 2006, 18:01 Posted By: wraggster
The official website for the upcoming DS title, New Super Mario Bros., has been updated again. No more delays this time, instead Nintendo has managed to drop the brothers Mario on us a week earlier!
Seeing as how the DS Lite is "due in May" in North America, we used simple logic, some grade school arithmetic, our intimate knowledge of the Gregorian calendar, and more than a little speculation, to arrive at the possibility that the DS Lite might accompany NSMB May 15th, just days after E3! Oh shiny DS Lite / Mario combo attack, you make us weak in the knees.
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April 5th, 2006, 17:58 Posted By: wraggster
The April edition of Nintendo's Japanese online magazine ran a long interview with Kazuo Yoneyama and Tomoyuki Sakiyama, two of the Nintendo engineers who worked on developing the DS Lite. The interview provides an interesting look at the development process and how the developers tried to balance the conflicting requirements of a portable console.
Kazuo Yoneyama and Tomoyuki Sakiyama work in a department whose name loosely translates as "Technology Development Department." This is the department within Nintendo that's in charge of taking artist concepts for new hardware and turning them into working devices: positioning the buttons, selecting components, and ensuring that moving parts work smoothly.
Yoneyama is an old-school Nintendo employee, who cut his teeth designing Donkey Kong arcade machines with legendary developer Shigeru Miyamoto, and has been working on portables since the Game Boy Color. Sakiyama is comparatively new to the division, but everything's relative: he already has both the original DS and the Game Boy Micro under his belt.
Yoneyama starts off the interview by commenting on some of the subtle factors influencing the design of the DS. "It's not just a matter of making sure all the components can fit in the case, we also have to think about the total weight and how the machine balances from front to back and left to right when the user is holding it."
The goal of reducing size can be at odds with enhancing usability, Yoneyama pointed out. "We knew that we couldn't make it so small that we sacrificed functionality. Of course, we wanted to keep the display the same size, and it wouldn't have worked to change the button positions much either. To reduce the size within those constraints, we worked together with component makers, and now we're using some custom-designed parts."
Sakiyama explains, "For instance, the DS Lite uses two different LCD displays. The bottom one is the same as the display in the DS, but the top one is different. The lid tends to get bumped, so we were looking for an LCD module that was both stronger and slimmer than the one in the DS. We had trouble finding a pre-existing part that met all our requirements, so we worked with an LCD manufacturer in a process of trial and error to create a customized part. Rather than shoehorning an existing LCD module into the slimmest case that it would fit in, we designed and built an LCD module that fits a slim case and is also exceptionally durable."
At this point in the interview, Yoneyama pointed out that the same concerns of space and durability led them to use customized speakers in the DS. However, all these custom parts have their drawbacks as well, he notes, "We have to be very careful about adding cost to the finished product, and we're also aware of the possibility that some factories may have trouble producing our parts. Taking these issues into account, working out where it makes sense to use custom parts is something that we lose a lot of sleep over."
One of the high points of the DS Lite is the brighter displays, compared to the DS. At the same time, the battery life is the same as the DS--an impressive piece of engineering magic. When asked how they pulled it off, Yoneyama said "the battery looks the same as the DS, but it actually has 20 percent more storage capacity...The DS Lite screen is so bright that it might be a little uncomfortable to play in a dark room. To address that, and to offer some power savings, we've added four selectable brightness levels to the DS display."
Sakiyama followed up by noting that they also scrimped in other areas to feed the screen more juice: "while the display is power-hungry, we were able to wring a lot of power savings from the surrounding circuitry."
They briefly discussed the new stylus (longer and wider to accommodate older users--a group they hadn't considered when designing the original DS) and the updated buttons and D pad, which offer a feel that's close to the GameCube controller. Then Yoneyama summed up his thoughts on portable development. "For a portable console, you can't afford to neglect durability. Rather than having our users pay several thousand yen to fix the console if they drop it, we'd rather that they be able to spend that money on buying games instead. With that in mind, we've beefed up the internal structure and layout, and we've spent a lot of time doing strength testing. Of course, when you strengthen the device, you also struggle with weight and size...that's a conflict that's been with us since the time of the Game Boy."
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