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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
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September 23rd, 2012, 22:57 Posted By: wraggster
We know the Wii U's IBM-made CPU, made up of three Power PC cores, is one of its weaknesses, at least compared to the PlayStation 3 and Xbox 360. But how will this impact the performance of Wii U games?At the Tokyo Game Show earlier today Eurogamer spoke with the developer of one of the biggest Wii U launch games, Warriors Orochi 3 Hyper, to find out.The playable version of the game on the Tokyo Game Show floor is not up to the performance levels of past Dynasty Warriors games in terms of frame rate and number of enemies on screen, and is shown up considerably by Dynasty Warriors 7 Empires, the PS3 exclusive also playable on publisher Tecmo Koei's stand.Akihiro Suzuki, producer of the Dynasty Warriors franchise, admitted this was the case when quizzed by Eurogamer, and pointed to the Wii U's CPU by way of explanation."One of the weaknesses of the Wii U compared to PS3 and Xbox 360 is the CPU power is a little bit less," he said. "So for games in the Warriors series, including Dynasty Warriors and Warriors Orochi, when you have a lot of enemies coming at you at once, the performance tends to be affected because of the CPU."Dealing with that is a challenge."The exact specifications of the CPU, including clock speed, remain undisclosed for now, but developers, including those Eurogamer spoke to for an investigation into the power of the Wii U, have confirmed it's slower than the CPU inside both the PS3 and Xbox 360.But one of its strengths is said to be its custom AMD 7 series GPU, and the 1GB of RAM available to games: double that of the PS3 and Xbox 360.This, Suzuki said, means the Orochi development team had the opportunity to create visuals better than those possible on PS3 and Xbox 360."Developing on new hardware in itself was a challenge, and also making that launch date was a challenge," he said. "But from a visual standpoint, based on the performance of the Wii U, we knew the game had the capability of having much better graphics than games on PS3 and Xbox 360. Make no mistake, from a visual standpoint, it is able to produce better graphics. So our challenge was to make a higher quality graphics. We were able to meet that."Suzuki vowed that the performance of the game will be improved before release. He better get his skates on: Warriors Orochi 3 launches alongside the Wii U on 30th November."While the visuals are great, as is being able to improve them, we had to deal with the lower CPU power and how we can get around that issue," he said."Actually, we're still working on that. If you see the demo on the show floor and you try it, you'll probably feel it's not up to the PS3 level. But we're working on it!"As part of Eurogamer's investigation into the power of the Wii U, Digital Foundry boss Richard Leadbetter expressed concern about the Nintendo console. "It'll be interesting to see how future Face-Offs work out," he pondered. "I expect that GPU focused games will benefit from smoother frame-rates and lower levels of screen-tear, but cross-platform titles highly dependent on CPU power could end up noticeably worse off."According to Suzuki, the main issue is that developers are still wrapping their head around the CPU, and so are yet to work out how best to use it."For the PS3 it has multiple CPUs and an SPU, so you can calculate the various motions of the characters on the CPU so overall it runs smoothly," Suzuki explained. "The Xbox 360 CPUs are formulated so they can spread out the processing power so things run efficiently."With the Wii U being new hardware, we're still getting used to developing for it, so there are still a lot of things we don't know yet to bring out the most of the processing power. There's a lot that still needs to be explored in that area."
http://www.eurogamer.net/articles/20...u-launch-title
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September 23rd, 2012, 22:50 Posted By: wraggster
With both the Basic and Deluxe Wii U systems selling out rather quickly this week, GameStop recently instituted a wait list for future pre-orders of Nintendo's upcoming home console. The wait list is for PowerUp Rewards members only, and will notify customers by phone or email when their systems are available for purchase.
Those on the wait list cannot put money down on a console, may reserve no more than two Wii U systems, and must pay for the system in full within 48 hours of being notified of its availability. To top it off, all registrations for the wait list are done in-person at any GameStop location.
http://www.joystiq.com/2012/09/22/ga...h-our-inboxes/
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September 23rd, 2012, 22:49 Posted By: wraggster
During a private pre-Tokyo Game Show event held at Namco Bandai's massive headquarters in the Shinagawa ward of Tokyo, we had a chance to experience a guided tour of the special (and fittingly bizarre) exclusive features coming toTekken Tag Tournament 2: Wii U Edition.
Though there are some ancillary new features that take advantage of the Wii U's hardware, the real meat of Tekken Tag Tournament 2: Wii U Edition's console-specific feature set is its "Mushroom Battle" mode, which incorporates power-ups and music from classic Nintendo games into standard Tekken matches. Mega Mushrooms, Poison Mushrooms and other classics litter the floor of a standard match, each performing their expected function when walked on by a character. The results are, predictably, completely hilarious and wacky.
Absorbing mushrooms (or other power-ups like Invincibility Stars) changes the dynamic of the match, as larger characters do more damage and smaller characters move more quickly, for instance. We asked Harada if balance was a consideration while designing Mushroom Battle mode, and he told us that breaking the traditional conventions of Tekken is what makes the mode so entertaining.
At present, it is unknown whether the mode will be online-enabled - in fact, Harada was unable to answer any questions regarding the Wii U's online infrastructure - but we're sure to learn more over the coming months.
http://www.joystiq.com/2012/09/22/te...ntendo-themed/
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September 23rd, 2012, 22:47 Posted By: wraggster
Katsuhiro Harada, producer extraordinaire of the Tekken series, is pressing Namco Bandai to localize Project X Zone, the SRPG 3DS collaboration among Capcom, Sega and Namco Bandai, set to launch in Japan on October 11.
Harada is not only pressing Namco Bandai for a localization – he seems to think he can get the deed done.
"I proposed localization of Project X Zone," Harada tweets. He follows that announcement with, "Not decided yet, but It will be realized if I continue proposing."
Everyone likes a man with confidence.
http://www.joystiq.com/2012/09/23/ha...one-localized/
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September 23rd, 2012, 22:43 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime says he would "love" GameCube games to be made available on Wii U's Virtual Console store.
The original Wii was able to play GameCube discs and use the console's controllers, although the feature was later removed in newer models. Likewise, the Wii U will not run original GameCube discs.Speaking to Kotaku, the NOA boss showed that he at least is in favour of replacing the feature via digital downloads: "Personally I would love for that to happen," he said, "but we have nothing to announce right now."
Nintendo has confirmed a November Wii U release date for the US and Europe, with the US Wii U price set at $299 for the Basic model and $349 for the Premium one.
At UK retail the Wii U price currently lies at around £250 for the Basic unit and £290 to £300 for the Premium unit.
http://www.computerandvideogames.com....php?id=368292
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September 23rd, 2012, 22:41 Posted By: wraggster
One of Nintendo's closest publishing partners will not be releasing its key upcoming FPS on the Wii U.
A Ubisoft spokesperson, Henri Guay, has told CVG that the company has "no plans to release Far Cry 3 on Wii U".The publisher is backing Nintendo's system with a string of key titles, from Assassin's Creed 3to Just Dance 4, ZombiU and Rayman Legends. Each of these will launch on November 30th to coincide with the Wii U release date in the UK.
Far Cry 3, in the final phase of production at several Ubisoft studios, uses an advanced version of the Dunia engine developed by Crytek. It is scheduled for release on November 30th.
http://www.computerandvideogames.com...ry-3-on-wii-u/
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September 23rd, 2012, 22:39 Posted By: wraggster
There was something wonderfully perverse about Nintendo opening their E3 conference with Pikmin 3. At an event where increasingly disturbing violence was starting to make even hardened critics uneasy, the appearance of these little carrot dudes carrying fruit around felt like a riposte to all the gore. Why should HD be all about rendering realistic flesh wounds, when you can use that extra processing power for authentically textured satsuma skins?
If Pikmin 3 felt out of step with much of E3, it almost felt like an interloper in Nintendo's own conference, as the rest of the first-party showings proved to be less core-centric than we'd hoped. But perhaps that's why it felt so important: as Miyamoto, via regular event translator Bill Trinen, would point out, it's a game being developed "with the intention of helping people understand the kind of fun deeper games can offer."
Yet while it's undoubtedly a key game for Wii U, it's not necessarily the one to best communicate its differences. This is a game, remember, that was originally planned for Wii, and it shows in the default control scheme of nunchuk and Wii RemotePlus. It's a responsive setup that allows for pinpoint Pikmin-lobbing, even letting you to target individual body parts of enemies.Hit the eyes of a Bulborb and you'll temporarily blind it, giving you time to nip around the back and finish it off. With no second analogue stick, swarming is out, but you can shake the nunchuk to charge forward in a group. There's even a new dodge move, handled by jabbing the d-pad on the remote.
However, this time it's not Olimar doing the plucking and chucking. Miyamoto says his fate is "a secret", but we'd bet 100 Hocotate Pokos that the four playable characters are relatives or friends of the diminutive spaceman, on amission to rescue him. Yes, while in Pikmin 2 you could switch between Olimar and Louie for a bit of multitasking fun, here you have a quartet of heroes under your command. And here's where the GamePad comes in. You'll be able to check the status of all four leaders at one glance, and switch between them by touching the screen.
Or you can use the GamePad as an alternative control scheme, with the right analogue stick controlling the camera and the in-built gyro sensor used for aiming. It may sound unwieldy, but it's a surprisingly accurate setup, particularly with the camera positioned directly above the action rather than the more traditional perspective.
http://www.computerandvideogames.com...missable-game/
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September 23rd, 2012, 16:54 Posted By: wraggster
US games retail giant GameStop has stopped taking pre-orders on Nintendo's Wii U console due to 'overwhelming demand'.
The firm announced today that it has instead "created a Wii U wait list exclusively for members of its PowerUp Rewards loyalty program".GameStop president Tony Bartel blamed the rushing Nintendo fans. "Demand for Wii U has been off the charts, he said, "and we know many of our PowerUp Rewards members are anxious to get their hands on one."
"We're happy to offer our customers this exclusive opportunity to join the wait list for this must-have item," added Bartel.
Customers are able put their names on the list via any GameStop store across The States, with no deposit required. Registrants will receive a notification when a Wii U is available for purchase and will have 48 hours to respond, but a launch day Wii U, at this point, would seem most unlikely.
GameStop isn't the only US retailer to halt Wii U pre-orders - Target stopped taking orders on its website earlier this week.
It seems Nintendo of America president Reggie Fils-Aime wasn't kidding when he told press that early Wii U pre-orders were "extremely strong".
http://www.computerandvideogames.com...elming-demand/
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September 23rd, 2012, 16:53 Posted By: wraggster
Nintendo is starting to make a habit of quietly releasing products at trade-shows they don't attend. Kyoto's premiere gaming outfit still isn't present on the TGS show floor, but Capcom has once again seen fit to trot out the firm's latest kit: The Circle Pad Pro for 3DS XL. Just like last year's model, this beefy cradle puts the already large 3DS XL outside the realm of pocket-ability, trading the handheld's slim profile for a luxuriously thick grip. Indeed, the fatty accessory makes the console quite comfortable to hold, adding a smooth, slightly contoured back, larger shoulder buttons and, of course, that all important starboard analog pad.
The new Circle Pad's bulk is slightly more forgivable for the size of its host device. Yes, the attachment makes the XL a bit more unwieldily, but its supersized form already made it a non-contender for most pants pockets. Sadly, the accessory still sports its predecessor's greatest fault: it blocks the 3DS' cartridge slot. Gamers will have to get used to undocking their console, or else make a habit of buying more downloadable titles. Mum's still the word on pricing and availability, but the accessory was shown with a copy of Monster Hunter 4, which is due out in March of next year. We wouldn't be surprised to see it show up in early spring. Hungry for more? Check out our gallery below for an eyeful, or peek past the break for quick video overview.
http://www.engadget.com/2012/09/20/c...s-xl-hands-on/
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September 22nd, 2012, 21:54 Posted By: wraggster
[Callan Brown] wrote in to show us a really interesting NES audio hack. [Callen] decided that he wanted the full Castlevania III audio experience, which (without modifications) can only be had through the original Japanese Famicom console. [Callen] weighed a few adapter options, and instead decided to come up with his own.
The issue is that the Japanese Famicom and the American NES actually have a different cartridge connector. The change in hardware from a 60 pin to a 72 pin connector added “features” like the 10 pins connected directly to the expansion port (used for stuff like the teleplay modem, who knew). The other two additional pina are used by the annoying 10NES lockout chip. While they were at it, Nintendo decided to route the audio path through the expansion connector instead of the cartridge.
This means that the Japanese cartridges can’t pipe sound to the NES audio channel with just a pin adapter. Good news though, after sourcing a pin adapter hidden inside certain NES games (Stack Up, Gyromite), audio can easily just be pulled from the adapter PCB. This requires the more expensive Famicom Castlevania III cartridge (Akumajou Densetsu). To cleanly route the new audio cable out of his front loading NES [Callan] reuses the sacrificial adapter game’s cart to make some kind of unholy hybrid. To round it off [Callan] also goes over steps to flash a translated ROM to the Japanese game.
What difference could an extra two squares and a sawtooth make? Check out the sound comparison video after the jump! Thanks [Callan].
http://hackaday.com/2012/09/22/addin...p-the-console/
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September 21st, 2012, 23:53 Posted By: wraggster
The Nintendo Light Gun makes a perfect burning laser. Of course it’s been gutted to make this happen. Nonetheless, the retro look can’t be beat, and the gun form factor is just what you need in a laser weapon.
This will literally burn your eye out of your head, so [Justin] and his buddies over a North Street Labs are all wearing protective goggles designed for this laser’s wavelength. But they also built a safety into the zapper itself. At the beginning of the video clip (embedded after the break) you will see there’s a key lock mounted in the butt. This lock completes the circuit between the battery and driver board. The 2W output is achieved by a 445nm M140 diode. A lot went into the heat sink and mounting cylinder to make sure the diode doesn’t just burn up after a few seconds of use.
http://hackaday.com/2012/09/21/nes-l...laser-upgrade/
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September 21st, 2012, 22:23 Posted By: wraggster
This week's Nintendo Download includes the following featured content:
Nintendo eShop
THE "DENPA" MEN: They Came By Wave (demo version) – Mysterious little creatures called "Denpa" Men float around near radio waves. You can't see them normally, but you can find them and catch them in this dungeon RPG for Nintendo 3DS. (For Nintendo 3DS™ / Nintendo 3DS™ XL)
Last Chance to Get Pokédex™ 3D – If you haven't downloaded Pokédex 3D to your Nintendo 3DS system yet, time is running out. The free application, which lets you see each Pokémon™ in 3D with animated motion and sound, will be available in the Nintendo eShop only until Oct. 1, 2012. (For Nintendo 3DS / Nintendo 3DS XL)
WiiWare™
LA-MULANA – LA-MULANA is the most complete "archaeology action and exploration" game ever created. Take control of Professor Lemeza and his whip to discover the mysteries of Humanity. (For Wii™)
Nintendo Video™
Meat or Die: Naomi – Your favorite dim-witted dinosaurs are back on the search for meat! This time, when Yans is tempted to go vegetarian, Gans snaps him out of it and refocuses their attention on their next big prize: Naomi. (For Nintendo 3DS / Nintendo 3DS XL)
Also new this week:
• Rising Board 3D (Nintendo eShop)
• Retro Pocket™ (Nintendo eShop / Nintendo DSiWare™)
To view this week's Nintendo Download in its full graphical version, please visit: http://www.news2know.net/nintendo/downloads4Uk3Tor.php.
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September 20th, 2012, 15:35 Posted By: wraggster
LA-MULANA now available in America, Europe and Australia for download on WiiWare™ service.
Pricing: 1000 Nintendo Wii Points™.
Julio Moruno Managing director of EnjoyUp Games.
“Today is a great day for Nigoro and EnjoyUp, La-Mulana will be available on WiiWare after so many years of wait. EnjoyUp wishes thank Nigoro to trust us, and Nintendo for his support. And above all, to all fans around the world who has sent us messages of happiness to be able to finally enjoy La-Mulana on the Nintendo Wii.”
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September 20th, 2012, 13:26 Posted By: wraggster
ksys Games announces that the critically acclaimed hit,Nine Hours, Nine Persons, Nine Doors, for the Nintendo DS ® will feature a completely redesigned box art in celebration of the newest installment of the Zero Escape series!
Ben Bateman, editor of Nine Hours, Nine Persons, Nine Doors explains:
For “Zero Escape” we wanted to create a branding umbrella that VLR [Zero Escape: Virtue’s Last Reward], 999, and any future games could rest under comfortably—a little like the “Ace Attorney” brand, if you will. To do that, we thought about what it was that defined 999 and VLR and was common to both games, and eventually settled on the character of Zero and the idea that each game involves a dangerous escape. Hence, Zero Escape, which has the nice, ominous double meaning of “You have zero chance to escape.”
First released in 2010, Nine Hours, Nine Persons, Nine Doors surprised critics and fans alike with its thrilling storyline and mind-bending puzzles. Calling it “a master class in interactive storytelling, with sensationally gripping writing,” IGN proclaimed it “Story of the Year” in 2010. Those discovering the series for the first time through the upcoming title Zero Escape: Virtue’s Last Reward can play the game that started it all, and super-fans who’ve been with us since 999 can add a fantastic new cover to their collection!
Copies of Zero Escape: Nine Hours, Nine Persons, Nine Doors with the new cover art will begin shipping in late September.
Zero Escape: Nine Hours, Nine Persons, Nine Doors Key Features
· Nine Hours
You have only 9 hours before Junpei and his 8 fellow abductees drown. Numerology, music composition and logic puzzles are just a few of the 30+ obstacles that stand in the way of their freedom. You’ll have to use everything in your environment to get out!
· Nine Persons
Solve the mysteries that cloud your companions’ pasts, and unveil a disturbing future. Help everyone escape, but beware! A wrong decision or a careless mistake might put their lives in jeopardy. Experience 6 endings that are determined by the way you play!
· Nine Doors
Each hostage is cursed with a bracelet that displays their unique number. These numbers are keys to unlock the 9 doors. Explore your surroundings for clues to unlock the next door by picking up and examining objects you find in each room. Create new tools by combining them to get out of dangerous situations and solve deadly puzzles.
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September 20th, 2012, 01:59 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1131 is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1121
CMAKE: sem_timedwait is found in pthread on newer linuxes
r1122
LINK: Create a new branch for my link WIP
r1123
LINK: New API to initialize link modes
r1124
LINK: Don't init IPC unless asked to do so
r1125
MFC: Fix build, still not working properly
r1126
LINK: Remove useless inheritance
r1127
LINK: Continue simplifying the link init oode
r1128
LINK: Remove some of the internal linn state from the interface
r1129
LINK: Treat joybus like every other link mode
r1130
LINK: Hide more implementation details
r1131
file type fixes
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September 20th, 2012, 01:54 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2668 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2668
* Taseditor: fixed LagLog diff bug in history.RegisterChanges
Download and Give Feedback Via Comments - http://www.mediafire.com/?doji9lbyvbw9nwy
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September 20th, 2012, 01:49 Posted By: wraggster
via http://www.emucr.com/
Project64 SVN r14 is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 SVN Changelog:
r11
Make the UI a tad bit more pretty XD and yes i did just dump a line of code at the top of main.h XD
Also note this should compile fine under Visual Studio 2013
Also removed a double call to ShutdownPlugins() (Since after these function were being called we were calling SetupPlugins() which calls ShutdownPlugins() anyway ), note we now have to investigate why it causes Zilmars plugin to fail to load
r12
Just some preliminary changes to try and clean and consolidate the code a bit more
r13
Overhaul the way we handle plugins and their functions, should make it a tad bit more reliable, please note that this is incomplete and certain things may not function properly within the GUI of project64.
Also anyone want to tell me how to fix up the way the source codes way of using so many extern's instead of just defining them in the header file... (Cant seem to work out why it causes multiple definition errors :S)
r14
Just a slight fix to the about boxes actually changing when you select another plugin, this required externing the new _ varients from their respective files.
Also fixed the problem in the original code where for audio while we were getting the right about value from the dll we werent making the button grey, if it didnt have an about box since we were checking _GFXDllAbout and not _AiDllAbout
Download and Give Feedback Via Comments - http://www.mediafire.com/?k0i72qpq732kkz1
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