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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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January 5th, 2006, 21:19 Posted By: wraggster
Alot of cool gadgets are hitting the floor of the International Consumer Electronics Show (CES) today, and among them is the Z800 3D Visor, an interesting looking pair of goggles that doesn't look anything at all like the old virtual reality machines of the early 90's that I remember. Nintendo has apparently shown an interest in these devices, buying several units of the VR specs. Could this mean that Nintendo will take the innovation of it's new controller to the next level and offer some sort of immersive visual accessories? We'll have to wait and see
http://revolution.ign.com/articles/678/678757p1.html
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January 5th, 2006, 20:44 Posted By: wraggster
Divineo China have posted this news:
M3 Adapter has now released the PassKey 2, compatible with all Nintendo DS consoles.

M3 Adapter is made for those who want to download freeware games, movies and music from a PC to a GBA(SP) and/or Nintendo DS. You can use your PC and normal Compact Flash Card Reader to transfer and convert you movie & music files to the Compact Flash Cards. Then, insert M3 Adapter with CF/SD Card into GBA(SP) or Nintendo DS, and the files will be available after boot up of the console.
Its features are just the same as any other MP3 Player on the market but also playing games and movies instead of playing music only.
One of the coolest features of an M3 Adapter is that you can directly run third party software on it – that includes emulators of the video game system.
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January 5th, 2006, 20:03 Posted By: wraggster
bluescrn posted this:
"The early version was discussed here (it's based on the display capture/dual pass demos discussed there):
http://forum.gbadev.org/viewtopic.php?t=7958
But as I've just uploaded an updated demo - which looks nicer and now runs at 60fps (although it's still C, and there's a few optimizations left) - I thought it deserved a thread of its own...
The demo (with source) is here: www.bluescrn.net/dsbloom.zip (It's still based on those previous examples, and using the ship model/rendering code from them)
And my hopeless attempt to take a screenshot: www.bluescrn.net/dsbloom.jpg
Anyone else got interesting ideas for postprocessing a capture of the 3D? - already suggested was antialiasing - you could do supersampled 2xAA at 30fps by rendering a buffer twice the size of the screen in 2 passes, then resampling it down with the CPU.
I suppose the capture system could be used for very constrained render-to-texture effects (shadows/reflection maps?) But in practice it would probably be better to have a software renderer for those things, to avoid the huge VRAM/framerate costs that could be involved?"
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January 5th, 2006, 19:47 Posted By: wraggster
Sata has updated his MP3 Player for the Nintendo DS that has support for many flashcards.
its in japanese so i havent a clue, anyone who knows japanese please tell us 
Download below via the comments 
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January 5th, 2006, 19:38 Posted By: wraggster
DWedit has updated Flubbas Goomba emulator (which is a Gameboy and Now Gameboy Colour emulator for the GB Micro/GBA and also works on Nintendo DS and Gamecube Gameboy Player, heres the info:

Here it is, year early possibly-buggy alpha version of Goomba Color. Savestates are broken. Mario Golf works great!
Double Speed mode was added, then removed because Double Speed means Double CPU Use, and ran At Half Speed for most games. Then there' S Pokemon Card Game, which runs normal At speed only when Double Speed is mode one. I regret to inform you of significant year casualty of the race for excellence. Super Mario Land has been mutulated beyond belief, and is No to skirt playable. * plays TAPS, bows head downwards * Sorry Chishm, Conker' S Pocket Tails is not yet supported.
More info of whats new:
Changed memory system to support bankswitching to 4k resolution
Identifies to game as a Gameboy Color
Added VRAM bankswitching
Added RAM bankswitching
Added partial HDMA
Added extended attributes per tile and sprite
Added background colors
Added sprite colors
Rearranged tilemaps in vram
Removed support for borders
Added Raster effects for Window layer
Moved to 4-layer drawing system
Draws solid background tiles below the layers to allow color 0 to be visible
Replaces one layer with the GUI when necessary
Added Double Speed mode, but it's disabled now
Download Here ---> http://gbaemu.dcemu.co.uk/goombacolour.shtml
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January 5th, 2006, 19:36 Posted By: wraggster

DWedit has updated Flubbas Goomba emulator (which is a Gameboy and Now Gameboy Colour emulator for the GB Micro/GBA and also works on Nintendo DS and Gamecube Gameboy Player, heres the info:
Here it is, year early possibly-buggy alpha version of Goomba Color. Savestates are broken. Mario Golf works great!
Double Speed mode was added, then removed because Double Speed means Double CPU Use, and ran At Half Speed for most games. Then there' S Pokemon Card Game, which runs normal At speed only when Double Speed is mode one. I regret to inform you of significant year casualty of the race for excellence. Super Mario Land has been mutulated beyond belief, and is No to skirt playable. * plays TAPS, bows head downwards * Sorry Chishm, Conker' S Pocket Tails is not yet supported.
More info of whats new:
Changed memory system to support bankswitching to 4k resolution
Identifies to game as a Gameboy Color
Added VRAM bankswitching
Added RAM bankswitching
Added partial HDMA
Added extended attributes per tile and sprite
Added background colors
Added sprite colors
Rearranged tilemaps in vram
Removed support for borders
Added Raster effects for Window layer
Moved to 4-layer drawing system
Draws solid background tiles below the layers to allow color 0 to be visible
Replaces one layer with the GUI when necessary
Added Double Speed mode, but it's disabled now
Download Here ---> http://gbaemu.dcemu.co.uk/goombacolour.shtml
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January 5th, 2006, 18:08 Posted By: wraggster
Hit PC strategy game Age of Empires - the third instalment of which is currently riding high in the PC chart - is on its way to Nintendo DS in the form of Age of Empires: The Age of Kings.
Developed by Backbone Entertainment the game will offer the challenge of managing the fortunes of one of five different nations - British, French, Mongolian, Saracen and Japanese - as they compete for land and resources with one another.
The game will also support Wi-Fi multiplayer enabling up to four players to engage in turn-based strategic combat.
Age of Empires: The Age of Kings will be released for Nintendo DS on 10 March
Screenshots via comments 
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January 5th, 2006, 18:01 Posted By: wraggster
After announcing Japanese and North American sales figures for the Nintendo DS, Nintendo has updated its sales figures for the European market - revealing that 3.5 million units have sold in the region, with 13 million now sold worldwide.
The figures, which cover actual sell-through rather than shipments, show Japan leading the world at the end of 2005 with over five million units sold, followed by North America with four million and Europe with 3.5 million.
An additional few hundred thousand units in territories such as Australia and Latin America brings the global total for the handheld console, which launched first in the USA and then in Japan in late 2004 followed by a European launch in early 2005, to over 13 million units.
Nintendogs was the most successful title on the platform in Europe, selling some 1.6 million units since its launch in October, while Mario Kart DS racked up some 800,000 sales across the region since November.
Some of the biggest titles for the platform have yet to arrive in Europe, however; most notably DS Training for Adults: Work Your Brain, which is the most successful game on the platform in Japan and is being rebranded as "Prof. Kawashima's Brain Training: How old is your brain?" for its European launch.
Animal Crossing: Wild World, which uses the Nintendo Wi-Fi Connection online service and has sold over a million units in just two weeks in Japan, is also due to launch in Europe shortly.
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January 5th, 2006, 17:51 Posted By: wraggster
Visteon continues to be at the forefront of in-vehicle entertainment by introducing its latest family entertainment system that integrates gaming functionality. Through an exclusive partnership with Nintendo, Visteon has developed its Dockable Entertainment featuring Game Boy® Advance.
Like Visteon's Dockable Family Entertainment System, this product contains a portable multimedia device that can be detached from your vehicle and taken with you. Then, when you want to "hit the road", you can simply dock it into the overhead docking station. Additionally, this new system integrates Nintendo's Game Boy Advance – offering occupants the excitement of in-vehicle gaming.
http://www.visteon.com/products/auto...dock_gba.shtml
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January 5th, 2006, 01:24 Posted By: wraggster
from DSfanboy
In addition to the online track hacks and other unlockables for Mario Kart DS that we've previously reported on, you can know uncover beta courses that were never released by Nintendo. A forum member writes: "There are several courses in Mario Kart DS that are unfinished and completely unavailable (beta). They can be played with a little bit of hacking, but not at all perfectly. The textures are missing, so the courses are displayed almost pure white."
Could lack of time be the reason for not including these tracks? Only Nintendo has the real answer, but it would have been nice to get some extra tracks on the game. Maybe some future solution will allow DS owners to do so though.
Download Video
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January 5th, 2006, 01:20 Posted By: wraggster
A port of Python to the Nintendo DS, heres the info:
I wanted to see what was involved in cross-compiling Python to the Nintendo DS. In order to do this, I first needed a method of input and output to link the cross-compiled Python static library to, as it is simple to take input pass it into Python and have the output go to stdout or stderr. So, the first step was to look around for example source code for graphical keyboards that displayed on the touchscreen and output clicked letters to the top screen. There were many versions available, but the one I chose to start with was "Extended Keyboard Example 4".
It turns out that libNDS already provides a console, replacing stdin and stdout to do so. And devkitARM provides the common libraries and compilation tools, including a version of libc, called newlib. So, I just tried to cross compile Python 2.4, addressed the few minor issues that popped up, then linked the static library that resulted to the keyboard source code and added the 3 lines of C code that simulated a simple Python interpreter.
http://www.disinterest.org/NDS/Python24.html
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January 5th, 2006, 00:48 Posted By: wraggster
Kern Corrigan, the senior product manager from console accessories manufacturer MadCatz has talked to IGN about how they plan to tackle perhaps their biggest challenge yet - the Nintendo Revolution.
Bozon: First off, what did you think when you first took a look at the Revolution controller? Was it a welcomed change, or did it simply offer up more challenges for your teams?
Kern: The first glance of the Revolution controller inspired a mixture of apprehension and curiosity. On paper it seems an ordinary remote control. In use, it is a captivating control scheme that connects the gamer to the play in extraordinary ways. The challenges arise when trying to define who will play the new system, how will they play it, and where can Mad Catz improve that experience? Mad Catz views these challenges as opportunities and is excited to offer a broad array of products to support the Revolution.
Is there any fear of difficulty in integrating new accessories for the Revolution? In short, how friendly is the system to work with if you have had the chance? If you haven't had hands-on time, do you foresee any issues with creating new innovative accessories for the controller, specifically in the expansion port at the bottom of the core remote?
Clearly every system has technical issues to address and the Revolution is no different. One key to creating new innovative accessories for the Revolution controller is to maintain close relationships with Nintendo. Mad Catz has established a strong relationship with Nintendo and will work to maintain those relationships in order to support development efforts. A second approach is to employ our expertise gained through past console launches to solve technical issues. The team will employ a blend of the two strategies to overcome engineering challenges, including the expansion port, to provide Mad Catz Revolution peripherals at launch.
What does the future hold for Revolution? Do you see the possibility of creating custom controllers for specific games for Developers/Publishers, or does Revolution's advanced technology tie your hands more than open doors?
The Revolution has great potential for game specific controllers. Anything you swing, point, fling, or flick is fair game. The possibilities are endless. The challenge is to partner with the appropriate Developers/Publishers to create a compelling integration of controller features and game play. With that integration the controller will have the hook needed to gain retail support and consumer interest. Mad Catz anticipates the new technology will open many new avenues of mainstream gaming and looks forward to participating in the development.
Does Nintendo's controller limit what can be done for controller production, specifically with the core remote and the technology inside it? Will you be attempting to create the core remote, or simply look to creating new expansions on Nintendo's core controller?
The release of the Nintendo Revolution will be a major milestone in the video gaming industry and as such Mad Catz will support the system launch with a complete array of quality peripherals. This will include core controllers as well as a variety of supporting products. As a top 3rd party gaming peripheral manufacturer, we owe to the market and consumers a wide range of differentiated product options to choose from. It is our responsibility to fully utilize our technological expertise and resources to make this happen.
Nintendo has given information stating that a shell controller will be used to play mainstream games for Revolution. Any plans on supporting that play-style as well?
Mad Catz is dedicated to providing peripherals that meet the needs of the gamer. The shell controller is an excellent way to link the new system to the mainstream crowd and is thus in the launch plan for the Revolution. With that in mind, we may find the shell controller to simply be a bridging controller that pulls the mainstream gamer to the Revolution which then ultimately leads to mass adoption of the Revolution's innovative control system.
Can you give us some examples of types of Revolution peripherals that you might be interested in making? How might they work?
Mad Catz is excited to offer a full line of Revolution peripherals. We are particularly interested in leveraging unique Mad Catz styling with wireless and motion sensing technology to further strengthen our core controllers for the console. Beyond those core controllers, we are evaluating wheel, arcade stick, dance pad, and other unique input solutions. The challenge is to maintain close relationships with Nintendo to seamlessly integrate these solutions into the Revolution platform.
Which Mad Catz peripherals have done the best on previous systems? Are you adapting any existing product lines (such as Micro Con for example) for the Revolution?
As a leading third party peripheral company, Mad Catz has had excellent success with its controllers for previous systems. Clearly Nintendo wishes the Revolution to span all demographics and become a mass market solution to video gaming. With such a disparity among gamers there is an opportunity for a variety of controllers. One possibility under evaluation is, of course, a Revolution version of our very popular MicroCon. We have received a tremendous amount of consumer support for the product since it has clearly satisfied a large segment of the consumers who demand the differentiated value that our MicroCon can deliver. MicroCon is a prime example of us as a consumer good manufacturer, stepping up to satisfy the need of a particular segment of the market and deliver the customized value. The tradition will continue with the next generation consoles.
Nintendo is obviously stressing its Virtual Console service. Can we expect to see Mad Catz NES, SNES or N64 controllers for Revolution as well?
The library of Nintendo games being offered via the Virtual Console is impressive. Mad Catz will support these games with our core controllers and investigation into retro controller shells is currently under way.
Is it going to be more difficult for you as a 3rd party company to work with Revolution since many products in the past were Universal for all three systems such as racing wheels, fighting sticks and dance pads?
As with previous console launches Mad Catz intends to offer a full line of Revolution specific products. The Revolution poses many challenges to the development of these products given the unique interface. We view these challenges as opportunities and look forward to providing innovative solutions to meet the gamers' controller needs.
How have Nintendo DS and Cube accessories been received by gamers? Did this encourage/discourage you from supporting Revolution over PS3 or the 360?
Mad Catz Nintendo DS and GameCube accessories have been very well received by the market. We are encouraged to continue this success by supporting Nintendo's new platform. As one of the largest video game peripheral companies in the world, Mad Catz has the resources, talent, and experience to support each and every console in the market. Of course, each next generation console market size will be different from others. However, we believe that the overall success of the next generation video game industry will be most effectively achieved by collective success of all the consoles ultimately through market expansion. Our goal is to provide a wide range of values to our consumers whenever and wherever we can. We take every console seriously.
Any other comments that you would like to make about the Revolution or your philosophy on the upcoming years?
Mad Catz applauds Nintendo's bold stroke to appeal to the mass market beyond hardcore gamers. This is a great opportunity for the entire industry to expand the overall size of the existing market.
http://revolution.ign.com/articles/678/678646p1.html
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January 5th, 2006, 00:46 Posted By: wraggster
yopyop has updated his rather great Nintendo DS Emulator for Windows, heres whats new:
Change :
- partial CARD_REG implementation allow new demos to be playable.
(Indication : black and white tiles)
Download via comments
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January 5th, 2006, 00:41 Posted By: wraggster
Famitsu reports earlier today stirred rumours of a redesigned DS console hitting the shelves of Tokyo's Akihabara gaming district as early as Spring 2006. A report in the latest edition of the Japanese magazine has revealed that some new but unspecified Nintendo hardware will appear. Famitsu clarifies that it won't be a next-gen system, but instead a revision of an existing machine and retailers are strongly hinting at a redesigned DS, possibly with improved functionality. SPOnG thinks it’s a fair bet that it will be an aesthetically upgraded, less clunky-looking DS.
In other words, we may soon see the Nintendo DS SP. SPOnG is of the opinion that a more compact and stylish looking DS cannot come soon enough. Mainly because we’ve ripped most of our trouser pockets trying to wedge the cumbersome current model into them. (Cue all those obvious jokes – is that a DS in your pocket or are you just glad to see me? Etc.)
Outside of the Nintendo Rumour Mill and in other actually really, definitely happening news, Wi-Fi provider and official Nintendo partner The Cloud is planning to roll out city-wide Wi-Fi services across the UK this spring, installing hundreds of wireless broadband hotspots across Edinburgh, Leeds, Manchester, Birmingham, Nottingham, Oxford, Cambridge and three London boroughs, Islington, Kensington and Camden.
Each installation will consist of hundreds of 'hotzones' rolled out across each city, promising virtually blanket coverage in the above areas and giving access to the internet for anyone using a Wi-Fi enabled Nintendo DS, computer or mobile phone.
"Providing ubiquitous wireless broadband access over a network available to millions of Wi-Fi devices, and to the new generation of Wi-Fi phones, gaming devices and other applications, will have a major impact on the way people communicate, work and play in city centres," said George Polk, chief executive at The Cloud.
The company are claiming that four million people will have daily access to a city-wide service by the end of 2006. Perhaps as a stealth marketing exercise by Nintendo, these four million people could be given free trial DS consoles with copies of Mario Kart, which should pretty much ensure that they will all be hooked on Nintendo handheld wi-fi gaming for the rest of their lives.
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January 4th, 2006, 21:44 Posted By: wraggster
News from Play Asia

Mawashite Koron is an inofficial successor to the 1992 released Super Famicom puzzle game On the Ball (also known as On the Ball in the US).
The target in this game is to lead a ball through a dungeon-like maze under a special time limit. This is done by rotating the maze left and right. A close-up view of the ball and its surroundings is shown on the top screen, while a full map is visible on the bottom one. Played with the stylus, the dungeon rotates depending on which icon is pressed. You can also make the ball spin, increase its speed and give it destructive abilities.
The single player mode contains four difficulties. In the multi player mode, you compete by trying to escape from the dungeon fastest.
Taito's Mawashite Koron for Nintendo DS™ is now available at discounted US$ 14.90 only.
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January 4th, 2006, 19:40 Posted By: wraggster
Bafio has updated his Wifi transer proggy, heres the info:
This is my first app. It allows you to transfer a file from a computer server (the server application is written in java) to the DS and execute the application straight away. This has been tested only on the GBAMP, but apparently it should work on some flashcards (possibly M3) too.
Version 0.7
Uses the new 0.2b release of the library. This fixes the send problem there
was before, so:
* modified transmission protocol. Now it should be ok for file transfer even when
there is packet loss! Remember to run also the new version of the server
* Removed some debug info
* hopefuly fixed some issues that could generate file loss on the CF in certain
situations
NB. You need to use the new version of the server with the new NDS!
Download via comments
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January 4th, 2006, 19:36 Posted By: wraggster
<img src="http://www.dcemu.co.uk/vbulletin/attachment.php?attachmentid=2175&stc=1">
Take a look at that screenshot above, its the new rival to the DS and it has some impressive features, more info and bigger screens at Console Hardware News --> http://console-news.dcemu.co.uk
Can it take the DS on, who knows?
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January 4th, 2006, 19:10 Posted By: wraggster
The M3 Adapter team have let it be known that their passkey 2 will be available on January 9th. They say it is now compatible with ALL nintendo DS consoles, it's unique selling point is that is said to be fully programmable and updatable from the NDS and therefore no need to connect to a PC.
Thanks malloc
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January 4th, 2006, 19:07 Posted By: wraggster
Have you ever wondered what exactly is inside a Nintendo DS ROM file, and why the simple DS demos are so much larger than their GBA equivalents? Some people have, and this page documents their exploits.
Introduction
It started innocently enough. I was looking for a small ROM which would be used to test the framebuffer display mode of DSemu, a Nintendo DS emulator. LiraNuna agreed to put a small C demo together, to fill the 'main' screen with red, demonstrating the framebuffer's use. When compiled and spliced up, the .nds ended up at around 7.5KB.
That, LiraNuna thought, was a bit large for something that did so little as his demo evidently did. Stepping through with DSemu's debugger, I noticed a whole lot of code being run which wasn't strictly required: setting up cache parameters and the stack, clearing out regions of memory, and such like. Referred to as the crt0, this code is inserted into every project, to safeguard the execution environment.
Furthermore, there was the standard ARM7 code also inserted into the .nds file, which does such things as set up the touchscreen. All this, we thought, was a bit over-the-top for a demo that was literally doing almost nothing. So, the cut-down began.
http://dsemu.org/The_Smallest_NDS.html
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January 4th, 2006, 19:05 Posted By: wraggster
Sata has released a new MP3 Player for the Nintendo DS that has support for many flashcards.
Download below via the comments 
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