|
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
|
June 21st, 2005, 19:47 Posted By: wraggster
<a href="http://www.double.co.nz/nintendo_ds/dsemu.html" target="_blank" >Chris Double</a> has released a bug fix version of the Nintendo DS emulator, DSemu.
Download from here --> <a href="http://nintendo-ds.dcemu.co.uk/dsemu.shtml">http://nintendo-ds.dcemu.co.uk/dsemu.shtml</a>
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 21st, 2005, 13:02 Posted By: darqfyre
Heyas,
I've been brought here by an acquantaince when I was asking about the problem that I'm facing as stated in the subject. I've recently bought a few GBA carts to play on my NDS while waiting out the recent drought of NDS games.
I have a few GBA carts but only 3 have this particular problem. Golden Sun, Metroid Fusion and Advance Wars 2 (pirated, so I will leave this out). I'm assuming that Golden Sun and Metroid Fusion are original products because I bought them in a reputable Hypermart. The problem Golden Sun has is that it will give me a "Save Fail" message whenever I try to save. I have tried that in all the 3 save slots and still the same thing, however, if I do it a few times, then it will show a save state but with the remark "Save File Corrupted". On the other hand, Metroid Fusion does not give me a "Save Fail" but rather it acts as though it is saved perfectly fine except that when I turn the NDS off or restart it, the save file isn't there.
The reason I posted this is because I want to at least understand why this is happening and how to prevent it from happening in the future when I'm purchasing my games and if possible rectify my situation.
Thanks for the time.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 20th, 2005, 22:09 Posted By: hoffo
How do I use downloaded game saves for the GameBoy Advance?
In order to use the game saves on GameFAQs for your GameBoy Advance you'll need a GameShark, Pro Action Replay, or a similar product. Mad Catz and Datel are the distributors of these products; see their product documentation for how to use these.
that was copy from www.gamfaqs.com but i dont get it i have to get gameshark program? or wtf? just give me help and links please i dont understand that help
i have .sps files on my computer what i have download from www.gamefaqs.com but i dont understand how to open them
YES SORRY I HAVE POSTED THIS TWICE I JUST DIDNT KNOW WHAT IS THE RIGHT FORUM FOR THIS QUESTION! i am sorry
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 20th, 2005, 12:28 Posted By: pablakeman
How do i unlock al the toy room stuff, ive already got 30 on every one but im sure there must be more to be unlocked
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 20th, 2005, 03:13 Posted By: wraggster
<a href="http://www.double.co.nz/nintendo_ds/dsemu.html" target="_blank" >Chris Double</a> has took over the development of the Nintendo DS emulator, DSemu, he has released a new version which has some fixes in to get his demo working.
Download from here --> http://nintendo-ds.dcemu.co.uk/dsemu.shtml
Thanks to Keith on IRC for the news 
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 20th, 2005, 02:42 Posted By: wraggster
<a href="http://www.imasy.or.jp/~ngs/emu/" target="_blank" >Nyagosu</a> has released an early WIP release of the Worlds first MSX emulator for the Nintendo DS, download from here --> http://nintendo-ds.dcemu.co.uk/fmsxds.shtml
Thanks to <a href="http://www.emufanatics.com/files/info/555/" target="_blank" >Keith</a> for the news.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 20:33 Posted By: wraggster
Julian Henn has submitted a playable classic style shoot-em-up:
This is my first game I've written for the GBA - a simple shoot-em-up game,
written in Catapult. The graphics are fairly basic but the game's quite playable, and features high score saving.
This has some nice touches like acceleration for the controls of the main ship and bouncing bullets that can hit enemies from behind 
http://www.gbadev.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 20:11 Posted By: wraggster
StoneCypher has established a bounty on the first Nintendo DS TCP/IP implementation to be released to the community as open source.
1. The implementation may not contain code from the SDK or any illegal source. If such a source is suspected, you will be immediately disqualified and will not be eligible for any later bounties from StoneCypher.
2. The implementation must compile in a free compiler (preferably GCC.)
3. It is acceptable for the implementation to use existing libraries, provided that their licenses are non-contaminating (BSD license, MIT license, LGPL are fine; GPL and MPL are not.) To that end, it is recommended that the TCP/IP Stack List be briefly perused. Remember, commercial stacks cannot be used without written special dispensation from their vendors.
http://sc.tri-bit.com/dswfb
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 20:09 Posted By: wraggster
Zoo Digital will be publishing Snood 2: On Vacation for Nintendo DS in Europe this October. Read on for the first details and packshot.
Game Overview
Available on GBA and DS
Downloaded over four million times, one of the biggest Shareware games of all times is back with a vengeance. Playable on Game Boy Advance and DS, this hit game can now be played anywhere.
More that just a puzzle game, Snood is an engrossing experience. The object is to free the Snoods using the Snood-O-Matic cannon. Join similar Snoods to set them free and watch them drop to safety. But don't take too long because every Snood launched increases the danger level.
Features :
– Battle against friends with multiplayer action via link cables
– Four different single player modes to keep the gamer entertained for hours
– Five different difficulty modes always providing a challenge
– Fifty puzzles and fifty Time Attack levels providing diverse game play
http://nintendoinsider.com/site/EEEAEkpVEuJpyhnFmL.php
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 20:08 Posted By: wraggster
Widely hailed as what could be the killer app for the Nintendo DS, Animal Crossing DS looks to truly deliver the dream experience attempted by the GCN predecessor. With the addition of online play, the bar for games with long-lasting gameplay has been raised even more.
Game Features:
– In this sequel to the wildly popular Nintendo GameCube™ game, players and up to three friends can hang out in the same village and interact in real time - either through wireless LAN or over Nintendo Wi-Fi Connection. Now players can visit a friend's village from thousands of miles away.
– The touch screen makes item management and world navigation a breeze. Typing letters and designing patterns are now just stylus strokes away.
– Days and seasons pass in real time, so whether players want to decorate their homes, catch bugs or fish, collect brand-new items like hats and sunglasses or just chat with the wild and wacky characters in their villages, there's always something to do.
http://nintendoinsider.com/site/EEEAEVAZAVMseHYXbj.php
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 20:04 Posted By: wraggster
17th June 2005: Tutorial seven is up describing how to use the FIFO registers to pass data between the ARM7 and ARM9 processors. Next on the list is likely to be using interrupts or something graphics related. Probably using extended rotation backgrounds or something similar. Feel free to email me if you have anything in particular you'd like covered.
16th June 2005: The next tutorial will be up in a day or two covering the FIFO registers and how they can be used to communicate data between the ARM7 and ARM9.
http://www.double.co.nz/nintendo_ds/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 19th, 2005, 11:03 Posted By: wraggster
<a href="http://dualis.1emulation.com/" target="_blank" >Mic</a> has released a new version of what is probably the best Nintendo DS emulator for Windows at this time, heres whats new in this release:
MMU: Added support for new IPC format (memory tab, IPC version, v2)
MMU: Fixed incorrect size for VRAM bank I
MMU: Fixed accesses to VRAM bank I while in LCDC mode
MMU: Mirrored RTC data to new IPC location (0x23FFxxx)
GPU: Added support for extended OBJ palettes
GPU: Added support for extended 1D character OBJ mapping
GPU: Added support for OBJ vertical flipping
GPU: Fixed a bug where screen offsets would be doubled
GUI: Added VRAM bank I to the palette viewer
GUI: Layers can now be enabled/disabled on a per-core basis
Download from our Dualis Page here --> http://nintendo-ds.dcemu.co.uk/dualis.shtml
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 18th, 2005, 15:51 Posted By: wraggster
Keith of <a href="http://www.emufanatics.com/files/info/438/" target="_blank" >Emufanatics</a> has informed me on IRC that a new release of iDeaS the Nintendo DS emulator for windows has happenned, heres whats new from the author <a href="http://ideasemu.altervista.org/index.php" target="_blank" >Lino</a>
<BLOCKQUOTE>And it's finally time to release the new iDeaS version 1.0.0.5.
Here are the main changes:
Implemented IPC Synchronise Register
Implemented IPC Fifo Control Register
Implemented graphic modes 3 e 5
Implemented Memory Card Register
Added extended palette layers
Added extemded palette sprites
Fixed some errors in FIFO 3D
Fixed some errors in texture loading
Fixed some errors in Video Memory remap
Fixed some errors in new System Control Coprocessor
...and other small things
</BLOCKQUOTE>
Download from above or our iDeaS page here --> http://nintendo-ds.dcemu.co.uk/ideas.shtml
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 18th, 2005, 11:17 Posted By: wraggster
<a href="http://www.success-hk.com/affiliatewiz/aw.asp?B=1&A=50&Task=Click" target="_blank" >Success HK</a> have posted the news of the release of Kirby Canvas Curse US ver for the DS, heres some info and shots etc:
Kirby: Canvas Curse delivers classic Kirby action with a fun twist. Using the stylus to control Kirby's movements is surprisingly intuitive, and the new control scheme provides many unique gameplay challenges. The rainbow paths you draw guide Kirby through the game, but they also can protect Kirby from falling icicles, lasers, cannon blasts and other hazards. In addition to drawing paths, the stylus can also be used to stun enemies, destroy barriers, detonate bombs and much more. Each of the game's seven worlds is divided into three stages, and each stage holds three hidden medals. Some are easy to find, while others are either well-hidden or heavily protected. You don't need to find these medals to complete the game, but the medals you recover can be traded in to unlock special features like new ink colors for the paths you draw with the stylus.
Get rolling! Kirby's been turned into a ball, so your rainbow paths are the only way he can find power-ups and reach the gates of each world. Draw loops to make him speed up, make ramps to jump danger, and draw walls to block laser beams and cannon blasts!
Be a copycat! Touch enemies to stun them, then tap Kirby to dash into them and copy their abilities. Turn into Wheel Kirby, Fire Kirby, Stone Kirby, and many more!
More modes than you can swallow! Try tough challenges in all seven worlds, take on bosses in unique battles, or play mini-games.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 18th, 2005, 00:19 Posted By: wraggster
New Super Mario Bros heralds the long-awaited return of Nintendo's much-loved Super Mario Bros series, which first appeared on the company's NES console 20 years ago. And, as the shots on the right show, it should provide fans with a heart-warming trip down 8-bit memory lane.
The game will offer players a traditional 2D platforming experience, while also adding some 3D elements into the mix. The DS touch screen will be exploited, although currently this only stretches to being used as a score board and inventory control.
A two-player wireless mode will give players the chance to compete against each other, with one player taking the role of Mario and the other controlling Luigi as they race head-to-head through one of three levels.
Let's keep those retro fingers crossed that New Super Mario Bros will be as good as we all want it to be.
New Super Mario Bros will be released for DS in winter 2005
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 17th, 2005, 23:33 Posted By: wraggster
The Nintendo DS is making its way to China under the title IQue DS. This version will be basically the same but will use Chinese text. Also, the IQue DS will not be a flash download based device like the original IQue.
Games announced for the iQue DS include:
Polarium
Wario Ware: Touched
Nintendogs
Super Mario 64 DS
Yoshi Touch and Go
Band Brothers
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 17th, 2005, 01:39 Posted By: wraggster
Good news for potential Revolution buyers, bad news for GameCube owners. Speaking with tech Web site Wired News, Nintendo creative spark plug Shigeru Miyamoto confirmed that the next platform game featuring the company's iconic plumber will not be coming to the GameCube.
When asked by the online tech journal about the fate of the fabled "Mario 128" (working title), Miyamoto said, "We think we want [Mario 128] on Revolution... The Mario team can't create too many games at the same time, so they're concentrating on the Revolution."
The buzz on a proper sequel to the Nintendo 64's Mario 64 began back at 2000's Spaceworld, when Miyamoto showed a tech demo (link below) for Mario 128. The demo was meant to show off the capabilities of the GameCube, then code-named "Dolphin," and featured 128 Marios prancing about the screen simultaneously.
Mario 128's existence appears to have gone the way of Bigfoot and Nessie--it's out there in some form, but it's more in faith than concrete proof. According to the interview, Miyamoto and Nintendo are still waiting for the "fundamental idea that's going to drive the next 3-D Mario game."
One of those "fundamental ideas" could very well be determined by the Revolution's supersecret controllers, which have been rumored to involve everything from stress-ball-like squeezing sensitivity to gyroscopes.
In regards to the controllers, Miyamoto told Wired News, "Because the user interface is going to drive the Revolution software design, that's what's going to make our software stand out. Nobody else is going to be able to do what we do with next-generation game software. So, I can't reveal anything. It's under wraps because it's the big gun."
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
June 17th, 2005, 01:37 Posted By: wraggster
As rumours surrounding the the Nintendo Revolution controller continue to fly around the net, Shigeru Miyamoto has confirmed that the Japanese giant is keeping the design under wraps for fear of plagiarism by rivals.
In an interview with Wired News, Miyamoto says: "Nintendo is always trying to be on the forefront of control innovations, like the analog stick, rumble or wireless. As soon as these are available, our competitors snatch them up.
"Because the user interface is going to drive the Revolution software design, that's what's going to make our software stand out. Nobody else is going to be able to do what we do with next-generation game software.
"So, I can't reveal anything. It's under wraps because it's the big gun."
Miyamoto went on to confirm that Mario's next 3D adventure will appear on Nintendo's next-gen console rather than the GameCube. "The Mario team can't create too many games at the same time, so they're still concentrating on the Revolution."
He added that the team has yet to finish work on the initial game concept: "It's still floating around. We're searching for that fundamental idea that's going to drive the next 3D Mario game, but we're not sure when that's going to jump out at us. We're doing lots of tests with small groups."
But Mario fans have always got New Super Mario Bros DS to look forward to before Mario 128 arrives. Miyamoto says that the team working on it is led by Takashi Tezuka and Toshihiko Nakago, who've long worked on the Mario and Zelda series respectively.
"I jump in from time to time, so it's really close to the original Mario team members," he says, which might explain why the game will see Mario going back to his 2D roots.
"When Mario went 3D, there were a lot of new things that Mario could do and that the player could experience. But moving from the side-scrolling game that everybody is used to into a full 3D environment, the game design process became more difficult."
"With the DS we wanted a game that uses cutting-edge technology - you're using wireless gameplay for two-player simultaneous Mario - but also has gone back to the roots of the series to be a game that anybody can pick up because it's very familiar."
"We wanted a Mario game that everybody can be excited to play," Miyamoto adds.
Miyamoto also hits back at critics who have accused him of hypocrisy for commenting on the unoriginality of modern games, stating: "Nintendo's always been about challenging itself to come up with interesting things."
"People from outside might say that we make many different games with Mario every year, or a lot of Zelda games. But within those titles are always new and interesting challenges. We have the luxury of being both profitable and creative."
The full interview, which also reveals Miyamoto's views on Nintendogs, hardcore vs casual gamers and the state of the Japanese games industry, can be found on Wired.com.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
« prev 
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
next » |
|
|