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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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June 18th, 2012, 13:14 Posted By: wraggster
GBAtemp member JoostinOnline has updated Settings Editor GUI to version 1.7 to coincide with the newly released postLoader4. You can use this Wii application to change several facets of your Wii's system, such as screen resolution, aspect ratio, sensor bar position, and internet settings. See the change log for what's been added in this edition, and be sure to check out the discussion link below for the off-site download, and more information about this project.
QUOTE: Change Log (06/15/12)
- Compatible with postLoader4
- Fixed fadeout occurring in the wrong order when exiting to Internet Settings
- USB Gecko support added (requires source to be recompiled with #define USBGECKO uncommented)
- Decreased size by 23%
- Fixed crashing when checking Priiloader's settings
- When exiting in an emunand, the Homebrew Filter option supports old versions as well.
- Screen fades out before resetting or shutting down Wii.
- Some code cleanup.
- Compiled with libogc v1.8.11
- Fixed video output being disabled when a selected channel isn't installed.
- Wii remote power button and POWER/RESET buttons now exit SE GUI
- When launched from postLoader4's shortcut, SE GUI will only use the pL theme.
- http://gbatemp.net/topic/310091-settings-editor-gui/
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June 18th, 2012, 13:13 Posted By: wraggster
postLoader, made by GBAtemp community member stfour, has made the leap from v3 to version 4. This versatile Wii application can be used in conjunction with Priiloader or as a standard app, as an alternative to the Homebrew Channel and/or system menu. It has support for launching Wii games, GameCube games via DML, VC/Wiiware titles from real or emulated NAND, and also can boot fceugx, vbagx, snes9xgx, and genplusgx titles. Check out the spoiler below for an extensive list of changes, and be sure to join in the on-going discussion for more information about this homebrew project and the latest off-site download.
Change Log 06/16/12
- solved an issue from covercache on dol/elf loading to mem2
- added a check on dol loading
- postloader will now create the folder for emulator screenshots (covers.emu)
- changed some wrong text
postLoader 4.b11
- d-cross up select wii games/dml. down for emu.
- added selection for dml mode (0.x for < 58, 1.x for new dml)
- added more video modes for dml (only 1.x mode)
- added nodisc and padhook flags in per game settings (only 1.x mode)
- wbfs games on first FAT32 partition can be booted via neek2o from real nand (neekbooter 1.4 is required as FileTrip Download Link priiloader autoboot installed file in /nand/pl2o nand image)
- note: genplus doesn't work for me
postLoader 4.b10
- corrected a bug in grlib drawimage functions, that may not scale correctly the texture
- covercache: fixed threading and now start caching current page items instead of previous one.
- icons: fixed possible fault with long text
postLoader 4.b9
- huge speed improvement in importing emu snapshots
- Added support for genplusgx emulator
postLoader 4.b8
- postLoader is capable of import saved snapshots as covers (fceugx, vbagx, snes9xgx)
- rendering speedup checking and disabling offscreen objects
postLoader 4.b7
- in dol embedded configuration is stored only when needed (great speedup on hb start)
- corrected long filenames exception for emulators
postLoader 4.b6
- Integrated uid.sys manager for neek is partially working. Press [home] in channel mode (under neek2o/neek)
- Now hb apps are loaded directly to mem2... launching is even faster
- Added emulator support for fceugx, vbagx
postLoader 4.b5
- Changed the HDD keep live function
- Updated all sorting functions to qsort
- Changed escape code for TTF flags, as char 255 caused wrong behavior in mbstowcs
- new TTF width caching system, with full support for wide chars
- fixed icon font size during scrolling
postLoader 4.b4
- Changed a lot of on-screen information
- Corrected a bug on apps name from xml in homebrew mode
- Corrected a bug on channels name
postLoader 4.b3
- Adjusted position of some user inteface items...
- Simplified HOME menu for all modes
- Added a direct shortcut for Setting Editor GUI in the bottom bar (S.E. Gui must be installed in /apps/SettingsEditorGUI/ or /apps/Settings Editor GUI/)
postLoader 4.b3
- Added texture based cache system for GRRLIB ttf implementation
- Added a cache for ttf character size in GRRLIB
- emuBrowser: now using qsort for sorting
- Added topbar for selecting browser mode
- Added bottombar for selecting about/setup/disc/neek(bootmii)/setting editor (if installed)
- Now disc is checked before starting it.
- priibooterGUI 2.7: little change in fade timing to give a little more time to press a key on wiimote
postLoader 4.b1
- Now postLoader uses TTF fonts
- Fixed a bug on GRRLIB when measuring character width (TTF)
- Fixed a bug on homebrew parameters detection
- Corrected some memory allocation bugs
- Added emulator page (actually only snes9xgx, and roms must be in /snes9xgx/roms). A great THANK to fix94 for his hard works on emulators
- Corrected a random bug that was causing the hang of cover cache thread.
- http://code.google.com/p/postloader/
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June 18th, 2012, 13:11 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii Wiz, GP2x and Dingoo:
Heres whats new;
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r3710 | utunnels | 2012-06-12 23:13:59 -0400 (Tue, 12 Jun 2012) | 5 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
Clearning up some code.
Changes: changeplayerproperty no longer returns value. The old function doesn't return properly on every property, so just remove it for the feature is a bit useless and doesn't show the exact problem. Should print proper error messages when necessary.
Fix: defense/offense related properties now store values in entity instead of its model.
.http://lavalit.com:8080/OpenBOR/download.php
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June 18th, 2012, 13:04 Posted By: wraggster
After quite a few people have tried and stopped mid-way, the sequel to the Pokemon Trading Card Game for Game Boy Color is finally completely translated! Following the events of the last game, you’ll find new adversaries, new cards, and many more strategies to play with while duelling others in the famous Pokemon collectable card game. (And the best part is, you don’t need to pay for the cards!)
A big shoutout goes to Jazz, who provided a basis to insert English lettering in small enough tiles to fit the text in nicely, as the last game did.
Though there are many other patches floating around with partial translations, this one will require a clean Japanese ROM. I hope you all enjoy it!
RHDN Project Page
Relevant Link: (http://artemis251.fobby...net/pkmntcg2/index.html)
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June 18th, 2012, 12:50 Posted By: wraggster
Newo Model Viewer is a basic Wavefront OBJ file viewer made specifically for the viewing and testing models created for Newo Shooter. The application is heavily based on Intro * la 3D sur Wii by EvilTroopa
[h=2]Features[/h]- Load and preview simple obj files
- Zoom, Scale amd Rotate model
- displays the count of faces and collision boxes
- Change background colour, light on/off
- View model as WIREFRAME, FILL + TEXTURE, COLLISION BOX, COLL + FILL + TEXT, WIRE + COLL, WIRE+FLAT OR WIRE+TEXT+FILL.
- Save screenshots to screenshot folder.
- http://newogame.posterous.com/
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June 17th, 2012, 22:54 Posted By: wraggster
Nintendo has been pretty quiet about that anniversary collection of Kirby games for the Wii ever since it was announced way back in April, but now the full list of games included in the collection, as well as the collection's Japanese title, have been released by Famitsu and translated into English by Andriasang.
Kirby: 20th Anniversary Special Collection will include Kirby's Dream Land,Kirby's Dream Land 2, Kirby's Adventure, Kirby Super Star, Kirby's Dream Land 3 and Kirby 64: The Crystal Shards. The collection also includes a timeline and soundtrack, and will launch in Japan on July 19, according to Andriasang. Alas, no North American release information has surfaced as of yet.
http://www.joystiq.com/2012/06/17/he...ial-collectio/
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June 17th, 2012, 16:44 Posted By: wraggster
Nintendo has hit back at concern over the power of the Wii U.In an interview with the Globe and Mail, US president Reggie Fils-Aime reiteratedNintendo's line about its first high definition console not being about power, but took issue with the suggestion that the Wii U will appear dated when the PlayStation 4 and next Xbox launch - reportedly next year.At E3 Sony Worldwide Studios boss toldEurogamer he considered the Wii U to be its own generation - and not a competitor to the inevitable PlayStation 4."Three comments," the combative Fils-Aime began. "First, it's not about power. If it was about power, then the GameCube would have been the number one system in its generation and the Wii wouldn't have been the number one system in this last generation. It is not about power. It is about fun, it is about the experience."Second. Our competitors can say what they want about some super long cycle, but let's see what their behaviours are."Thirdly, the way development works is that the longer developers work with a system, the better they can tune performance. Case in point: Look at the very first GameCube games, and compare them to a game like Resident Evil 4. It was graphically beautiful, and demonstrably more advanced than the first GameCube games."The same was true for Wii. A great example is Super Mario Galaxy 2. The graphics are just beautiful. And look at the motion control we were able to achieve in The Legend of Zelda: Skyward Sword."Imagine what we'll see two years from now when developers have been working with Wii U longer and learn how to push everything out of the system.
He added: "The longer developers work on a system the more they tune it, the more they push the system, the more they learn tricks to really optimise performance. I share this because what you see here at E3 are games that represent a relatively short amount of development time. Imagine what we'll see two years from now when developers have been working with Wii U longer and learn how to push everything out of the system."Our competitors will do what they want. From our perspective, this is the right time to launch a new piece of hardware. And, the fun, the capabilities, and the experiences that we're offering today with a second screen are demonstrably better than what can be done today on other platforms."Fils-Aime's comments tally with those of developers Eurogamer has spoken to anonymously ahead of the Wii U's launch. We've been told Wii U versions of multiplatform games will at best look as good as their PlayStation 3 and Xbox 360 counterparts, but games built from the ground up for Wii U will show it to be graphically capable.Meanwhile, Fils-Aime took issue with the suggestion that Nintendo lost its hardcore gaming audience with the casual-focused Wii U."You know, I really chafe at that comment," he said. "Define the hardcore. I know people who are playing Smash Bros. Brawl competitively today. They're playing hours on that game. People are playing hours on New Super Mario Bros."What I'll tell you is that with the Wii we did not have the benefit of multiplatform games from key publishers. I didn't have The Elder Scrolls V: Skyrim. I didn't have the best of the Call of Duty games. That's what I missed."With the Wii U, he said, Nintendo will get multiplatform games from key publishers."With the Wii U's graphics capability, processing power, and HD-output, we'll get those games. That's a huge competitive advantage versus where we were with the Wii."But how will Nintendo do this?"Well, the proposition for a third-party publisher or independent developer is pretty simple," Fils-Aime explained. "We need to show them that the install base is there for them to sell a quantity of games that represents a profitable proposition."What we're sharing with these publishers and developers is how first-party games will drive an install base, and how, from a marketing standpoint, we'll reach the type of consumers that they want to create content for."Then we have to deliver on it. What will help us are games like Batman: Arkham City - Armored Edition, Assassin's Creed 3, Mass Effect 3 and Zombi U."
http://www.eurogamer.net/articles/20...-power-concern
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June 17th, 2012, 16:39 Posted By: wraggster
Closely following its much-hyped re-unveiling at E3, the doors to a hands-on session with Nintendo's new Wii U were drawn open for a three-day spell at a recent London event. Naturally, we jumped at the chance to get up close and personal with the mysterious new hardware after an unconvincing debut at the firm's E3 press conference.
Precise details on its exact specs remain scarce, as always; the Big N's policy of guarding this information means we're unlikely to know much more than the fact it uses a tri-core IBM CPU paired with an updated derivative of an AMD graphics card. Rumours of RAM in excess of 1GB are at large too, but are still unconfirmed - that is, until we can prise a unit open of our own at some point in the future.
Until then, that ambiguity keeps things interesting. The Kyoto company's determination to steer our focus away from these technological facets and towards the magic of its software has no doubt amplified its mainstream presence.
However, it's clear that there's still much for Nintendo to prove in the realm of HD gaming. In this generation alone we've seen an unprecedented number of high-profile developers rise and fall based on their ability to adapt to current console architecture. At the risk of unweaving the rainbow that arcs over its Mushroom Kingdom, it's worth giving credit where credit's due and seeing where Nintendo stands at the minute in purely technical terms - from the hardware to the new rendering techniques it is using in its games.
Before we start, it bears mention that the company's "innovation first" tack holds true for coverage at events such as these where, no doubt to the dismay of pixel-counters everywhere, direct HDMI video feeds weren't made available on the day. We were also forbidden from snapping pictures of the HDTV frame dead-on during play - all footage had to be shot from an angle, and always keeping a player with a controller to hand in focus.
"Rayman Legends stood out as one of the most impressive Wii U titles at the event - a worthy sequel, with some great tablet-based concepts."
Rayman Legends provides some of the most inventive uses of the Wii U's GamePad, with one player tapping at the touch-screen to manipulate the level, and the other platforming through it with the leading man himself. This plays out especially well due to the exceptional levels of latency the controller operates with.
[h=3]The GamePad And The Game[/h]Fortunately, there's plenty to say based on our direct experiences with the console. The first thing we pick up on are the dimensions of the Wii U console; an essentially more curvaceous Wii with an extra 50 per cent added to its length, and two large vents to its side.
Besides the addition of an HDMI port to its rear, there are very few surprises in terms of connectivity; the standard AV, power and sensor bar connectors stand strong, although the power block remains out of sight. Ideally this would account for the extra mass added to the unit, making it an all-in-one piece of kit, but it's more likely that these early demonstrations have them hidden under the kiosk.
http://www.eurogamer.net/articles/di...-on-with-wii-u
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June 17th, 2012, 16:37 Posted By: wraggster
If, as we suggested last month, Pokémon Black and White 2 is the series' final farewell to 2D, it's perhaps not all that surprising to find that some old pals are popping in to say goodbye. And hey, let's face it, Game Freak probably want to get one last use out of those sprites. Yes, the likes of Giovanni, Lance, Volkner, Steven, Blue and more have all flown in for Unova's Pokémon World Tournament, a competition that sees you go head-to-head with a whole host of familiar rivals. It's one of a series of additions revealed since last month that suggests this might just be the most comprehensive Pokémon game to date. That's quite the boast for a series already renowned for its longevity.[h=3]FIGHT CLUB[/h]Hosted by Sinnoh champion Cynthia, the tournament sees you face a mix of gym leaders and champions from past regions. It looks as if they'll all use teams of their favoured types - Brock's kept his Rock group together while a certain Cerulean gym leader still goes all Misty for Water 'Mon - though it's not clear whether you'll just be recreating classic battles or if they've improved their squads in the interim. As with the usual battle facilities, you'll engage in both single and double battles, and Game Freak is promising that additional trainers will be available for download via Nintendo Wi-Fi Connection.
We also know more about the mysterious movie studio we mentioned last month. It's called Pokéwood, and replaces the musicals of Black and White with something a little more cinematic. You're tasked with making an effects-laden epic by taking on a character in a motion-capture suit against a green-screen backdrop. Your Poké-team must fight this character and follow a series of script choices to make the battle more exciting; then, once you've finished recording, you can watch a playback of the movie. It's not clear how you're graded for this - presumably it's based on how closely you follow the director's instructions. Wannabe Christian Bales need not apply.
http://www.computerandvideogames.com...ole-new-world/
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June 17th, 2012, 16:26 Posted By: wraggster
When Activision first announced Transformers Prime for Nintendo platforms, a game based on the kids' TV show of the same name, only the Nintendo 3DS, DS, and Wii were mentioned as planned platforms. If a listing for the game on Activision's official site is accurate, it looks like a version of Transformers Primeis also in the works for Nintendo's upcoming Wii U console, even though Activision hasn't officially announced a port.
Joystiq has reached out to Activision for confirmation of a Wii U version, and will roll out an update to this post if the company responds.
http://www.joystiq.com/2012/06/14/tr...ion-site-says/
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June 17th, 2012, 16:16 Posted By: wraggster
Take-Two CEO Strauss Zelnick said he was "skeptical" of the Wii U in a recent interview with Gamasutra. He noted that Take-Two hasn't announced any games for the platform.
Zelnick talked about the strategy he believes a company like Take-Two should follow. In regards to new console launches, he said that "if you get it right, it's a terrific time to launch a new IP." He also spoke against annualizing non-sports games, so as not to risk "burning out the consumer," which echoed statements he made in late 2009.
"Some of our competitors have had this trajectory where they extract a lot of value and the IP goes away. We're trying really hard to build permanent IP. And if you have to rest the title for a few years, over time you'll extract more value," he said. "We're not trying to create something good and market the hell out of it. We're trying to delight customers with something great – and market hell out of it."
http://www.joystiq.com/2012/06/16/ta...xt-generation/
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June 17th, 2012, 16:12 Posted By: wraggster
Here’s the guts from [Dext0rb's] Super Nintendo cartridge. It’s easy to pick out the dark-colored board which lets him reflash SNES ROMs via USB. We’ve seen this done a number of times, but this is a much cleaner option than hacks that just add a dead-bug-style memory chip.
The board he designed has a double-row of pin headers sized to fit the footprint vacated by the original ROM chip. The board has a mini-USB connector which can be accessed through a hole he cut in the side of the cartridge enclosure. This is in the right place so that you cannot plug it in when it’s being used in the SNES (which would cause damage). The ATmega32u4 chip handles USB connectivity and programs the 32 megabit flash chip which stores the ROM. He’s posted a few articles on the blog portion of his site which you’ll find interesting. We suggest starting with this hardware teaser.
http://hackaday.com/2012/06/15/drop-...eprogrammable/
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June 16th, 2012, 23:41 Posted By: wraggster
It shouldn't be surprising to anyone that Shigeru Miyamoto, the creator of Super Mario Bros. -- and The Legend of Zelda, Donkey Kong and Star Fox -- can't narrow his top Mario game down to a single title. It would be hard for most people to make a definitive choice between nearly three decades of games so varied and lauded as Super Mario Bros. 3, Super Mario 64 or Super Mario Galaxy. But with little wavering, Mr. Miyamoto was able to narrow his favorite games down to two candidates when we sat down with him at E3 2012.
"I guess as a developer that might have to be the very first Super Mario game, for me, because I have so many memories tied up in it," Mr. Miyamoto told us. "Perhaps as a player, I might go for what was, at least in Japan, we referred to it as Super Mario USA, which was a game that just had a very different sort of feel. I think we had such a loose approach to it, we really came up with something interesting."
While Super Mario Bros., Nintendo's most successful game ever, seems like a natural choice, Super Mario USA, or Super Mario Bros. 2 as it is known in the US, is a pretty surprising selection.
http://uk.ign.com/articles/2012/06/1...ite-mario-game
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June 15th, 2012, 01:19 Posted By: wraggster
Retro Studios recently worked on 2010's Wii game Donkey Kong Country Returns, and last year's Mario Kart 7. For the studio's future, legendary game designer Shigeru Miyamoto said it isn't out of the question for Retro to work on the Zelda franchise; however, the Austin-based developer is currently too busy to take on the series.
"In terms of them working on a Zelda, it's not out of the question, certainly, for them to work on an entire Zelda game amongst themselves," Miyamoto toldIGN when asked about the Austin-based studio's current project. Miyamoto has said Retro is capable in the past, but added that geography would be an issue.
"Traditionally I think that the Zelda team has always had a close contact with anyone who's working on a Zelda game. If you were going to have that happen in the US at Retro, that would be kind of difficult for them to be able to coordinate." Miyamoto added that Retro is "too busy for that sort of thing right now" anyway, joking that he'd likely have to move to Texas – where Retro Studios is located – since a Zelda game requires his involvement, as well.
Retro Studios is capable, but coordinating overseas with Kyoto would obviously be a big hurdle. "Retro is very busy right now, but I'm afraid I can't say exactly what it is," Miyamoto added. So either way, it looks like we can rule out that game being called The Legend of Zelda.
http://www.joystiq.com/2012/06/13/mi...uestion-but-s/
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