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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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August 13th, 2013, 23:50 Posted By: wraggster
Platfrom holder Nintendo believes The Wonderful 101 can draw in new fans to Wii U.
The firm hopes to reignite excitement behind its ailing console with a mixture of new titles supported by Nintendo’s franchises.
The Wonderful 101 is developed by Platinum Games and has received positive previews from the press. It has also been on display at UK events including MCM Manchester and Hyper Japan.
“It’s not a niche game and so it has the potential to transcend to a wider audience, which I think is an opportunity for both console and the game brand,” said Nintendo UK product manager Danielle Robinson.
http://www.mcvuk.com/news/read/ninte...esh-ip/0120077
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August 13th, 2013, 11:17 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4716 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4716
fix HLE BitUnPack and clarify historical crc16 bugs.
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r4715
clarification to chipId in retail slot-1 device
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r4714
clean up fake bios definition (add some asm comments and merge old codepaths); fix SWI3 patch on arm7; fix disassembler to be able to view arm7 bios (bios protection logic had crept in to interfere)
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r4713
fix SWI HLE fail to boot from firmware regression from r4705
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r4712
refactor slot-1 to object oriented interface; clean up and clarify a lot of firmware boot process and card-eject handling stuff. I probably broke some things, but I'm in the mood lately to tidy it up as soon as anyone notices
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r4711
fix linux build
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r4710
core: - remove old boot code
http://www.sendspace.com/file/0knn50
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August 13th, 2013, 11:16 Posted By: wraggster
via http://www.emucr.com/
Nintemulator SVN r22375 is compiled. Nintemulator is a work in progress multi-system emulator. Plans for emulated systems are NES, SNES, N64, GB/GBC, GBA, NDS.
Nintemulator SVN Changelog:
r22363
SFC: Finally fixed Super Mario World! Graphics are screwy though, must investigate
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r22360
SFC: Refactoring before I start debugging and find out what is wrong with Super Mario World
http://www.sendspace.com/file/0nxfxs
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August 13th, 2013, 11:10 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.5-1758 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- [Android] Use a HashMap in PrefsFragment.java instead of two CharSequence arrays.
- [Android] Seems like InputConfigFragment.java also had explicit list indexing. Removed it from here too.
- [Android] Remove unnecessary explicit indexing of entries in a List within AboutFragment.java
- Software Renderer: Show each backend's display name instead of its short name in the config dialog.
- ShaderGen: Optimize out most function calls for uid generation.
- LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
- ShaderGen: Static inline everything.
- PixelShaderGen: Optimize shader uid data order.
- VertexShaderGen: Optimize shader uid data order.
http://www.sendspace.com/file/1nmof0
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August 13th, 2013, 11:05 Posted By: wraggster
via http://www.aep-emu.de/
Shunyuan updated his soundplugin for N64 emulators.
The release/diskussion thread at pj64-emu.com could be found here.
Quote:
Shunyuan´s HLE audio plugin v1.8.2
---------------------------------
HLE audio plugin v1.8.2
---------------------------------
HLE audio plugin is written by Shunyuan with features:
* Zilmar´s audio plugin spec #1.2 for pj64-2.0, spec #1.1 for other emulators
* XAudio2, DirectSound8 and No Sound driver support.
* XAudio2 upmix to 5.1 ~ 7.1
* prebuffer stream audio
* HLE interface
* LLE interface
* audio thread to update sound buffer
* tested with pj64 1.6, pj64 1.7, pj64 2.x,
1964 svn r146, 1964_ultrafast 3.0, and mupen64 5.1.
* auto sync game to audio
* dynamic plugin interface
* Lua interface to tweak per game settings
Special thanks:
CXD4 for his LLE RSP plugin, source of rsp_interface here.
and nintendo1889 for testing and push me to improve the audio quality of this plugin every time.
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Note:
--------
From 2013/04/23 to 2013/05/17
I have implemented all the features that I need, so there won´t be a new release in short time.
Thanks for people that help me to develop and debug this plugin.
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Lua script to tweak per game settings
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view the Lua script here:
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Bug Report
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Please post your bug report with following information:
(1) OS & System spec
Windows 7 - 32 bit, 4 GB RAM
(2) emulator spec
Project64 2.1
(3) Plugin version
HleAudio 1.7.1
(4) Game and setting
RR64 (USA)
Sound Driver=XAudio2
Playback Rate=48000
Fixed Audio Timing=0
Sync To Audio=0
VI Refresh Rate=2200
AI couter per byte=500
(5) bug description
audio speep-up (too fast)
....
(6) Did this bug exist in previous version of HleAudio?
(7) Audio Record (optional, but very useful)
download link
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Then I will try to fix the bug if possible.
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History:
--------
v1.8.2
* Fixed Excitebike 64 sound crackling
(Counter Factor=1, Fixed Audio Timing=0, Sync using Audio=0)
* add new settings for Lua script
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August 13th, 2013, 02:42 Posted By: wraggster
Has Nintendo of America fallen on hard times? Why else would the company make one of its most beloved characters (or, at the very least, the brother of one of its most beloved characters) take Windy City public transit? Oh, that's right, the gaming giant has decked out the "L" train with ads for its new Super Luigi U title. The mustachioed plumber is riding the Brown Line in this Twitter shot, so be sure to be on the lookout for suspicious looking dinosaurs in the area (if you see something, say something). No word on whether he'll be making house calls today.
http://www.engadget.com/2013/08/12/caption-contest/
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August 12th, 2013, 23:45 Posted By: wraggster
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August 12th, 2013, 23:37 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7659.0.html
Nickname: lbarasc
Project Name: Ball and Flag
From: France
Division: Game
Platform: NES
Original Enter: Yes
Support Motion: No
Open Source: soon
In a past NEO Compo this project won in the top 10: No
This is my little game for NES. I am very happy because this is my first compo for Neo Coding.
The game :
You control a ball in a labyrinth. you must find a flag before time expires.
I add bombs in the game to destruct blocks. You earn one bomb each completed level.
At the beginning the game is easy no more blocks, keep the bombs for harder levels.
Blocks are added for each level, the game could be quickly hard.
Control the ball with the gamepad, launch bombs with A button.
Run perfectly in emulator like Nestopia or VirtuaNES.
Run with graphical bug on Everdrive N8.
Not tested on Powerpak.
Check screenshot
Please download the ROM and play it.
Gameplay video on Youtube
Original dev forum
http://forums.nesdev.com/viewtopic.php?f=22&t=10353
My blog about famicom and dev
http://powerfamicom.tumblr.com/
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August 12th, 2013, 23:36 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7657.0.html
Nickname: BassAceGold
Project Name: BAGASMI Roulette
From: Canada
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Kinda (interpreter source linked below, script pasted below)
In a past NEO Compo this project won in the top 10: No
BAGASMI Roulette is a simple text based roulette game scripted using BAGASMI http://www.neoflash.com/forum/index....ic,7644.0.html.
This game is played with a group of people, where you can pass your DS around.
Essentially, There is a revolver with 6 chambers and 1 chamber contains a bullet. You fire this revolver by pressing the A button. If you fire and the chamber is empty, you are safe. The game continues by passing the DS to the next person (who then fires the gun, and so on and so forth) until the chamber with the bullet is fired--in which case, whoever fired the bullet loses.
It's a simple time wasting game, or perhaps an entertaining drinking game!
Script code here:
Code: [Select]
[Console 1]
_start:
;clear console
CLRS
;since the game is just starting, we can skip right to the beginning
JUMP GameStart
;game over text
GameOver PRINT "*BANG!* You lost.\n"
;initialize our revolver, jump with jump back flag initialized
GameStart JUMP Reload, #0
;then print out the game instructions
PrintText NOP
PRINT "\n~BAGASMI Roulette!~\n"
PRINT "Press A to shoot.\nPress B to exit.\nSelect to clear console.\n\n"
;loop to keep game running
GameLoop NOP
;store current key presses in register 0
GETKEY $R0
;Check if B button (#2) is newly pressed to exit script
CHKKEYNEW $R0, #2, Exit
;Check if Selected (#4) is pressed to clear the console
CHKKEYNEW $R0, #4, ClearScreen, #0
;if A button (#1 value) is newly pressed, check to see if shot is legit
CHKKEYNEW $R0, #1, CheckChamber, #0
VSYNC
;otherwise, continue game loop
JUMP GameLoop
;exit the script
Exit HALT
;clear screen
ClearScreen CLRS
JUMP PrintText
;check if chamber was empty or not
CheckChamber NOP
;if our shot is equal to the chamber that is loaded,
;then the game resets for another go
IFEQ shotCounter, chamber, GameOver
;otherwise, increase the shot counter, and try again
INCR shotCounter
;let the user know they are safe
PRINT "*CLICK* Safe!\n"
JMPBK
;loads a single shot into a random chamber
Reload NOP
;pick a random chamber from 0 - 6 (6 chambers)
RANDM chamber, #6
;reset the shot counter
SET shotCounter, #0
JMPBK
;Set up our six shooter here
chamber DATA #0
shotCounter DATA #0
Binary Download Here: https://www.dropbox.com/s/0hcq2nl8hj...I-Roulette.zip
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August 12th, 2013, 23:11 Posted By: wraggster
Newo Tokyo is a Demo / ScreenSaver / Illustration. A demonstration program. A random path is generated from 9000 dots and is followed by the camera. Press A to randomize the colours. Press 2 to take a screenshot. Right Arrow to change line width.
http://wiibrew.org/wiki/Newo_Tokyo
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August 12th, 2013, 22:56 Posted By: wraggster
Reader PaperLink64 emails in to let us know that the entire Commodore 64 Virtual Console library has up and vanished from the Wii Virtual Console in North America. I haven't had a chance to check this out myself. Can anyone else out there confirm/deny this news?
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August 12th, 2013, 21:50 Posted By: wraggster
Nintendo's commitment to indie developers will be the central theme of its presence at GDC Europe next week in Cologne, Germany.
The platform holder will host two sessions designed to show how indie game developers can create unique software experiences for Wii U.
- Application Development with HTML and Java Script for Wii U:
Highlighting the way that developers can quickly develop Wii U software using Nintendo Web Framework.
Monday 19th August, from 13:00 - 14:00, speakers: Martin Buchholz (NOE), Svyetoslav Pidgornyy (NOE)
- Unity, Wii U and You:
Focusing on the benefits for developers through Nintendo's collaboration with Unity, demonstrating the technical advantages of using Unity and the process of getting your title published on Wii U.
Tuesday 20th August, 13:00 - 14:00, speakers: Wayne Johnson (Unity), James Steele (NOE)
Nintendo has ramped up its indie support in recent months with a set of revised developer policies. Registered developers can now set their own prices and release dates for their titles, with no sales thresholds or concept approval processes required.
In early August, Nintendo of America business development manager Dan Adelman stated that there would be "20 to 30" indie games coming to the Wii U eShop by the end of 2013.
Shortly after, Nintendo released a montage trailer showcasing 18 Wii U indie games currently in development at European and Australian studios.
GDC Europe takes place in the days leading up to Gamescom, which kicks off August 21.
Nintendo confirmed plans to attend Gamescom in February, having skipped last year's show. Microsoft Studios boss Phil Spencer will providethe opening keynote at Gamescom, while Sony and EA will host press conferences on August 20.
http://www.computerandvideogames.com...at-gdc-europe/
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August 12th, 2013, 21:40 Posted By: wraggster
If you've been waiting for a price drop before upgrading to a 3DS XL, Nintendo has the next best thing for you: a refurbished trio of its up-sized 3D handhelds. They typically run $200 new, but you can get a redone unit for $170, or $180 with a 16GB SD memory card, in red, black or blue direct from the manufacturer. If you don't mind dropping the XL, a reworked aqua blue or midnight purple 3DS has lowered fromApril's price of $130 to $120, or $50 off compared to new. In all cases, Nintendo refurbs come with a one-year warranty and -- aside from the possibility of some "minor cosmetic blemishes" -- the Japanese manufacturer assures us that its quality standards are "VERY high". (Their caps, not ours.)
http://www.engadget.com/2013/08/12/n...rbished-3dsxl/
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August 12th, 2013, 21:39 Posted By: wraggster
Unless you live in a densely populated city, you probably struggle to make the most of the 3DS' StreetPass feature -- it's why Nintendo implemented a StreetPass Relay program earlier this month. Now, less than a week after the Mii-sharing setup launched, the gaming community has found a way to exploit it. Users on the GBATemp forums have discovered that spoofing the MAC address of a known Nintendo Zone router while broadcasting the correct SSID creates a homemade relay that pulls the latest StreetPass data from Nintendo's servers. This trick allows gamers to remotely share StreetPass data from the comfort of their own home.
It's not a gateway to unlimited passes, however -- just like with local 3DS systems, the relay stations will only share data with an individual handheld once every eight hours, requiring die-hard "homepassers" to manually change their spoofed MAC for each additional StreetPass they want to collect. There is also some concern that Nintendo will notice this remote StreetPass setup and block the known MAC addresses (or worse, infringing handhelds) in an attempt to combat exploitation. Convoluted? Sure, but it's still pretty impressive. If you're feeling bold, check out the adjacent source links to get started; the community has created tutorials for Android, Linux, OSX and Windows, complete with a spreadsheet of viable MAC addresses.
http://www.engadget.com/2013/08/12/3...s-build-their/
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August 12th, 2013, 19:57 Posted By: wraggster
The Wii U’s full retail price of between £250 and £300 is not the reason for its market struggles.
That’s according to Nintendo president Satoru Iwata who told CVG that the comparatively higher sales of the more expensive Premium SKU disprove the theory.
"If the price is actually an issue then there is some contradiction between the current sales balance between the Basic and Premium versions of the Wii U," the exec argues.
"The Basic version should have sold a lot, but the fact of the matter is that people are buying more of the Premium version. So the issue is not there."
So what does Iwata blame for the console’s stuttering start?
"I understand that the real issue is the lack of software,” he believes. “The only solution is to provide the mass-market with a number of quality software titles."
Although Nintendo UK still insists that it doesn’t set RRPs for its hardware in the UK, the Wii U Premium retails full-price at £300 and the Wii U Basic at £250.
There have been discounts, most notorious of which was Asda’s decision to cut the Basic to £150 not just once but twice – the supermarket’s subsequent decision to remove the Wii U from its shelves completely last month was therefore not a huge surprise.
An official price cut for the hardware remains unlikely, with Nintendo confirming last week that it still sells the machine at a loss. PS4 and Xbox One will launch later this year priced at £350 and £430 respectively.
http://www.mcvuk.com/news/read/iwata...-issue/0120002
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August 12th, 2013, 01:05 Posted By: wraggster
I've been looking at the information from Red Coin Games to see if this is the real deal. It certainly seems legitimate, with the official Twitter account confirming the game's existence earlier today. They haven't tweeted out a link to the trailer or the platform info just yet, but the YouTube info details where the game will release.
Also worth noting, Chris Sawyer is now working on the project. He's the original creator of the RollerCoaster Tycoon franchise. Thanks to SnowyDay for the heads up!
https://twitter.com/redcoingames
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August 12th, 2013, 01:01 Posted By: wraggster
Mario's role-playing forays provide a welcome diversion from the franchise's saccharine, straightforward personality. As great as most Mario games are, the RPGs are appreciably different, almost irreverent in how they twist that fallback of plumber-saving-princess into something weird, wonderful, and witty.
For all its strengths, Mario & Luigi: Dream Team falls a bit shorter than hoped on wit and wonder, but what I find most lamentable is its struggle to be weird, because it has such the opportunity to. Setting half the game in Luigi's psyche is inspired; there's much that can be done with Mario's second-fiddle sibling. Sadly, it's never capitalized on, at least not in the script. Instead, it's up to the amusing peripheral cast and vivid combat to sustain Dream Team, and happily they do, just about.
http://www.joystiq.com/2013/08/10/ma...imes-a-snooze/
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