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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.
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May 10th, 2012, 13:26 Posted By: wraggster
A few days ago I received an e-mail from a tiny whale. Well, I have to admit it isn't something I've seen really often. They call her "Peaches the Wale" [sic], and she's a musician who recently composed some MOD tunes on her Commodore Amiga. You can see her in this video.
Now she's been invited to have some concerts around, and she realized it wouldn't be very feasible to drag the Amiga with her... so she found on the Internet the XM/MOD player I wrote for the Nintendo DS using libXM7 library, but she needed some additional features:
- the module should load and be ready for replay, instead of starting immediately
- it should be possible to stop and restart the module from the current pattern
- it should be possible to skip to next or to previous pattern while stopped or even while playing
- the program should visually show the number of the current pattern and the total number of patterns in the module
- the music output should be mono, for her DJ mixer.
I really couldn't refuse giving her my help, so I compiled my player again in a different version with the requested features. I called it XM7dj and of course it's available for everybody who might need it. Download it here. I hope you enjoy!
http://adshomebrewersdiary.blogspot....ches-wale.html
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May 10th, 2012, 13:18 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;
-
r3691 | utunnels | 2012-05-09 22:52:30 -0400 (Wed, 09 May 2012) | 2 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/psp/graphics.c
M /engine/source/gamelib/types.h
1. Change pixelformat in s_screen and others from char to int to see if fix the mysterious screen shift on psp version (not tested yet).
2. An experimental optimization for mods without obstacles and platforms.
http://lavalit.com:8080/OpenBOR/download.php
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May 10th, 2012, 13:06 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3119
As he had come himself to the conclusion that a Gamecube loader from a USB device could not be done on Wii because of the very special sharing system RAM in this mode, Crediar proves today otherwise, to support video. The thorny problem of memory MEM2/ARAM, which resulted in the outright abandonment of Dios Mios in favor of his cousin Dios Mios Lite (using only the SD) was bypassed by rewriting the USB module manager and various functions that used the famous memory MEM 2. Crediar says that at present, Dios Mios has exactly the same compatibility as Dios Mios Lite (which turns out to be unee both good and bad news). The big advantage of USB over the SD lies in access times and loading which are greatly improved. The video also reveals that it uses the new bootloader house 100% (0% Nintendo), which allows among others to force 480p mode, including PAL games (which do not, Nintendo has estimated that at the time Europeans were not sufficiently equipped to take advantage). Dios Mios is not yet publicly available, but before the ads that come and go, adding a googlecode to store official sources, the output of this new step forward in the hack of the Wii should not wait too long.
Quote: What can I say, Impossible is nothing and never give up! After looking at DM again I managed to solve the issues by MEM2/ARAM Changing the USB code and Some other stuff to make it work without MEM2. Saami DM Has the compatibility DML have the current version, of course the reads are much faster as you see Cdn Already in this video. Never say never, an adage takes on its meaning. So the competition resumed with renewed vigor, between Mios Dios, Dios Mios Lite and hypothetical Devolution (hugely promising).
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May 10th, 2012, 13:02 Posted By: wraggster
HorvatM has released InsmEdit, an Insmouse No Yakata editor for Windows. It can currently edit level layouts, passwords, and player starting positions. Grab and discuss it here.
In addition, Ben Stevens has released a guide for Insmouse with 100% correct level maps, in contrast to earlier guides.
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May 10th, 2012, 12:50 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.You must not ask the Yabause Team about unofficial versions.
ver. Unofficial r2888 beta25 - May 3, 2012 - based on the original yabause r2888
- some minor fixes and changes
http://www.mediafire.com/download.php?lvzma411xfymkd4
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May 10th, 2012, 00:10 Posted By: wraggster
A third Resident Evil 3DS game is believed to arrive later this year, dubbed Degeneration-Damnation-Downfall.
The first two titles, Degeneration and Damnation, are apparently the names of in-game movies, while Downfall is said to be the title of the game itself.
Nintendo World Report says the news came from an article on Digital Spy which has later been removed.
The game apparently features series mainstay Claire Redfield and is set between Resident Evil 5 and 6.
Capcom has already released two Resident Evil boxed games on Nintendo 3DS – Mercenaries in 2011 and Revelations earlier this year. If the rumour is true, Downfall would be the third.
http://www.mcvuk.com/news/read/resid...for-3ds/095743
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May 9th, 2012, 23:54 Posted By: wraggster
Michael Ancel confirms game still in development for next-gen
Ubisoft's Michael Ancel has confirmed that Beyond Good and Evil 2 is still in production for next-generation tech.
"We won't make promises that we can't keep," he told Toulouse Game (translation by NeoGAF).
"We are in an active creation stage and at this moment we are only focusing on the game and making it the best game that we can."
Ancel would not say what platforms the game was planned for or when it would be released, saying the game would "need some tech" to acheive its ambition.
"We focus on the game. We create it first, then we'll see what can run it," he said.
http://www.develop-online.net/news/4...d-current-tech
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May 9th, 2012, 01:32 Posted By: wraggster
Gaming has infiltrated everything around us. It seems that any time a control interface is needed, the first thought to many current hacker’s minds are the familiar controls from the video games we grew up with. In this example, [eljaywasi] needed a way to control the wavelength of light coming out of a laser. We don’t know exactly how he’s actually changing the wavelength, but we do know he’s using an SNES gamepad as his interface. You can see a red and a blue LED located on the front of the pad, so it may be that two buttons would have sufficed. We don’t care, we like the SNES pad better.
http://hackaday.com/2012/05/08/makin...-snes-gamepad/
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May 9th, 2012, 01:25 Posted By: wraggster
Images snapped supposedly from Blockbuster UK have surfaced showing what appears to be a third-party title list for Nintendo’s upcoming Wii U console.
Go Nintendo (via Shacknews) reports the list includes several games currently slated for PS3 and Xbox 360, such as Metro: Last Light and Aliens: Colonial Marines.
It’s not just confirmed titles though, unannounced projects including Marvel Super Heroes, Just Dance 4, and Rabbids Party Land; along with ‘Shield Pose’ and ‘Zombie’ (your guess is as good as ours on the last two) are listed as well.
The list seems real, but without Nintendo’s confirmation the info has been stamped with the rumour label. An E3 announcement is a definite possibility, considering that’s where the first word on Wii U’s third party line-up was mentioned nearly a year ago.
http://www.mcvuk.com/news/read/rumou...-titles/095660
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May 7th, 2012, 01:27 Posted By: wraggster
Ubisoft and Nintendo would doubtless prefer that one of the biggest news stories of the week never happened. The release of gameplay video showing off the forthcoming Rayman Legends apparently running on Wii U revealed some great stuff: superbly animated 2D visuals spliced expertly with polygon 3D elements, topped off nicely with beautiful cartoon animation and some lovely dynamic lighting. Not only that but we also were treated to a preview of one of Wii U's new features: the tablet controller's Near Field Communication (NFC) wireless tech.Some say that it was a canny move by Ubi in generating terrific buzz for a title which performed badly last time around - despite Rayman Origins being an excellent release. Others saw the exciting video as a strategically leaked hors d'oeuvre for the Wii U loveliness to come next month at the E3 games convention. In reality, the combination of pre-production controllers and music lifted from the Back to the Future and How to Train Your Dragon movie soundtracks all but confirms that it was indeed an internal Ubisoft presentation that was never meant to see the light of day.And unfortunately, the gameplay footage we did see gives away very well little about the Wii U's hotly contested "next-gen" credentials, which have dominated headlines recently. Does the Wii U's graphics tech disappoint compared to the Xbox 360? Or, as developers likeGearbox have suggested, does the new hardware allow for improved versions of multi-platform titles?On the face of it, Wii U's capabilities are fairly self-evident. We've seen Nintendo's game demos, we've seen their tech presentations - from a graphics perspective, this is PS3/360 stuff. Perhaps more obviously, it is telling that company has made no effort whatsoever to suggest that Wii U offers next-generation rendering in any of its marketing - something that would surely be a major selling point that the company would want to get across to the core audience. Yet rumours appear suggesting that Wii U will be twice as powerful as Xbox 360.The existing body of evidence suggests it won't be (though this particular claim is somewhat lacking in context - 2x what, exactly?) but there's a strong possibility that individual components could see an impressive boost over what is found in current-gen consoles. Similarly, other elements may fall a little short. There's no reason why both the anonymous briefings on the machine's deficiencies and the on-the-record statements can't be equally true. So what exactly should we expect from this year's next-gen entrant?"Does Wii U graphic tech fall short of the Xbox 360 as rumours have stated? Or can the console exceed current gen performance? In different applications, both situations could be true."
Nintendo doesn't typically talk specs, but the combination of official information released thus far plus a basic knowledge of existing hardware production infrastructure can give us a pretty good idea. Consoles are not built in a vacuum - their parts are fabricated by companies whose facilities and outputs are a matter of public record.Processing power is driven by Moore's Law, which is typically a factor of the amount of transistors you can cram onto a piece of silicon. The current-gen consoles launched at 90nm (a state-of-the-art fabrication process at the time) and have gradually transitioned to 45nm, being refitted into smaller cases in the process. Nintendo has already revealed that its IBM Power7-derived CPU runs at the same fabrication process as the current PS3 and Xbox 360, and the worldwide shortages in "next-gen" 28nm production suggest that the Wii U's AMD Radeon graphics chip will also be produced at 40nm/45nm - it's the only way to create millions of viable chips in time for a 2012 release, and also opens the opportunity for a die-shrunk cheaper unit to be put into production sooner rather than later.Combine the realities of chip production with the miniscule dimensions of the Wii U casing (172mm x 45mm x 267mm according to Nintendo's E3 PR - a bit bigger than a current Wii) and we're looking very much at current gen ballpark power - a true "next-gen" upgrade over the current Xbox would be extremely challenging to cool in a box that's so tiny compared even to the slim versions of the PS3 and 360.Efficiencies in design can make a difference, of course. The Xbox 360 CPU is clocked at 3.2GHz for example, but by Microsoft's own estimates, most games only process around 0.2 instructions per clock - suggesting it's a somewhat poor design that can be improved. GPU design is set to change somewhat going forward with more efficiency in mind (something we've seen with NVIDIA's Kepler tech) but to date, graphics power has been driven very much by Moore's Law, which combined with the rest of the available information suggests that Wii U GPU processing will be very much in the ballpark of the Xbox 360 and PS3.Some have interpreted the "re-introduction" of the Wii U at this year's E3 as a showcase for a revised spec, with insider sources suggesting that more powerful devkits have been dispatched to developers. To put that into perspective, it's worth noting that designing microprocessors as complex as a CPU or GPU is a hugely involved task that can easily take over a year to complete. Even a GPU like the Wii U's - essentially an offshoot of an existing PC-based product - needs to be designed, fabricated and tested.
http://www.eurogamer.net/articles/di...-gen-challenge
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May 7th, 2012, 01:19 Posted By: wraggster
Kirby's Pinball Land, which as you'll recall was a Game Boy title from the early 90s, has been given a "General" rating by the Australian Classification Board, which is completely unsurprisingly given the game's adorable subject matter. What is surprising, however, is the fact that this game was classified at all, considering the fact that it hasn't really been announced or anything.
It's possible that Kirby's Pinball Land is coming to the eShop in the land down under, but it's also possible that the game could be included in that 20th anniversary collection Nintendo announced last month. Either way, classification is usually a precursor to an official announcement, so we'll keep out eyes peeled for press releases with fluffy pink letterhead.
http://www.joystiq.com/2012/05/05/ki...-in-australia/
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May 7th, 2012, 01:02 Posted By: wraggster
The DS Lite could see society's next great advancement in GPS technology, at least in tourist-heavy areas such as museums and haunted-home expeditions, a patent from Nintendo's Shigeru Miyamoto suggests.
The patent describes a system where an overhead grid of infrared "positional information transmitters" reads a user's DS to light up floor patterns and potential walkways. The user can then pick which route he'd like to take, reading tourist facts along the way.
Nintendo has already infiltrated the museum scene with the 3DS giving guided tours in the Louvre, and it's doing a pretty great job, from what we hear. There's no guarantee that a patent will translate to an actual product, but the thousands of infrared beams hovering over the Mona Lisa fulfills a few of our own spy fantasies, so we'll hope this one works out in some way.
http://www.joystiq.com/2012/05/06/mi...ng-techniques/
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May 5th, 2012, 00:49 Posted By: wraggster
The thing about Kid Icarus: Uprising is that, even though it induces carpal-tunnel syndrome, it's just so gosh-darned fun. Developer Project Sora's director Masahiro Sakurai has offered some insight into the control scheme and some tips for a more comfortable gaming experience – beyond "use the stand," that is.
"I think any game needs to provide new experiences and stimulating things to discover, but if we provided run-of-the-mill controls for it, that cuts down on the game's potential," Sakurai told IGN. "If a player used to touchscreen-based aiming played against someone used to right-analog control, the first player would probably dominate. The speed is on a whole different level."
As for the pain in your hand, Sakurai has an easy solution: relax. "If there are players who say that it makes their hand tired, that's because you're applying too much force. Try to relax and work on building a rhythm to your control. Place the pen in the middle of the touchscreen; when you're flicking it, take the pen off the screen as you're sweeping with it, and stop right there. That's the basic idea." So in short, don't press too hard and try to be more elegant in your wrist control – it takes practice.
Oh, and if you're a lefty, just know how lucky you are to be able to play Kid Icarus: Uprising with a Circle Pad Pro – left-handed controls almost didn't make their way into the game. "Considering how close to the limit we pushed the 3DS during development, it's a miracle that we were even able to provide support for left-handed controls at the point of completion. Providing support for independent analog control was something that was technically impossible."
http://www.joystiq.com/2012/05/04/sa...ious-controls/
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May 5th, 2012, 00:43 Posted By: wraggster
Little did we know that, just two months after we were trying the Wii U for ourselves, Nintendo was busy patenting nearly everything its unique game console would have to offer. A pair of just-published US Patent Office applications filed last August get into the nuts and bolts of how the controller and the legacy Wii remote will play with the new device. It's clear that the patent work had started before Nintendo had redesigned the main system -- the box at the center of the patents looks like the existingWii -- but it does show the nitty-gritty of things we only saw at last year's Nintendo E3 keynote, such as the gun attachment or playing golf with a combination of the Wii U controller and the traditional Wiimote. Nintendo also gave itself some wiggle room on the controller's screen size: although the LCD is officially 6.2 inches across, the patent allows that it might be "5 inches or larger." We're wondering how much of the overall look and technology will survive through to the finished Wii U design's unveiling at this year's E3. For now, though, you can explore the patents yourself at the links below.
http://www.engadget.com/2012/05/04/n...wii-u-patents/
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May 5th, 2012, 00:40 Posted By: wraggster
Nintendo is already guiding you through the Louvre with a 3DS, but a newly published US patent application takes that kind of tourism to a very literal new level. Legend of Zelda creator Shigeru Miyamoto's concept describes a way to direct lost tourists by beaming position information through an overhead grid of infrared transmitters to a mobile device (portrayed as a DS Lite) held by the confused visitor below. The handheld then talks wirelessly to a server that lights up floor displays with maps and directions, and a helpful app on the device lets visitors pick their route while they read up on sightseeing tips. Like with any patent, there's no certainty that Nintendo will act on the idea and start wiring up museums with IR blasters, but the January 2012 patent may still be fresh in a frequently inventive mind like Miyamoto's.
http://www.engadget.com/2012/05/04/n...t-application/
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May 5th, 2012, 00:27 Posted By: wraggster
Over a third of Pokémon players are female, according to a new GameVision Brand Map report.
39 per cent of all players of Nintendo's huge franchise are female, which is higher than the average game (31 per cent). Males aged 15 to 19 comprise a further 13 per cent of the market.
This week we take a look at the GameVision Brand Map for Pokémon. We asked 6,789 gamers about this franchise. 1,275 had played a Pokémon game within the last six months and we asked 500 of these to tell us about the brand in detail.
The Pokémon IP is most enjoyed because of the ‘tricks and skills’ required, with 35 per cent of gamers saying this was their most preferred game aspect. The level of ‘involvement in the story’ was enjoyed by 29 per cent of those who have experienced the brand, while ‘short play periods’ and ‘explore and discover’ were each enjoyed by 26 and 25 per cent of gamers respectively.
Currently play rates are highest amongst Italian gamers, with 22 per cent playing. 60 per cent of players in Europe are under the age of 20, compared to 46 per cent for the average game. 10 to 14 year-old males make up the largest market and 23 per cent of Pokémon players.
Pokémon fans also enjoy other Nintendo titles. The most played games amongst Pokémon consumers are Wii Sports (69 per cent), Mario Kart (64 per cent) and Super Mario Bros (59 per cent).
Although the Pokémon franchise is perhaps best known for its competitive gameplay, the enjoyment derived from the non-violent aspects of the game may help explain why it has a higher-than-average volume of female players compared to male players.
http://www.mcvuk.com/news/read/brand...-female/095555
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May 4th, 2012, 00:04 Posted By: wraggster
Not worth the risk except for Call of Duty and Battlefield, says Free Radical founder Steve Ellis
Free Radical founder Steve Ellis has this advice for studios looking to start their own unique FPS franchise- stay away.
Ellis made a splash by writing the multiplayer element of Rare's Goldeneye N64, before going on to found Free Radical and launching the Timesplitters series.
"Nobody really buys any FPSes unless they're called Call Of Duty," he said in an interview with Edge.
"I guess Battlefield did okay, but aside from that pretty much every FPS loses money. I mean, Crysis 2: great game, but there's no way it came anywhere close to recouping its dev costs."
Ellis's studio was scooped up by Crytek last year, sparing it the humiliation of administration after no publisher could be found for Timesplitters 4.
http://www.develop-online.net/news/4...PS-loses-money
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May 2nd, 2012, 01:52 Posted By: wraggster
Nintendo boss Satoru Iwata has said that game publishers are divided in their opinions over how digital software should be priced versus their packaged retail counterparts.
Iwata said as much in a recent discussion with investors regarding the recent announcement that Nintendo will sell all first party Wii U and 3DS titles (beyond New Super Mario Bros. 2 in August) in both packaged retail and digital download form (as Sony does with Vita)."We do not hold such a premise that digitally distributed software has less value [than packaged versions]," said Iwata decisively, reaffirming that Nintendo plans to sell both versions of the software at the same price.
He believes that some consumers, like himself, "find the value in being able to store a number of software titles in a hardware system and being able to bring them with me wherever I go".
Nintendo has sought the opinions of publishers but this has apparently proved indecisive. "as we have discussed this with a number of software publishers around the world, we have found that their opinions are completely divided on the topic of the price points of the digital distribution of packaged software. Some publishers believe that the digital versions should be cheaper while others insist that both versions must be set at exactly the same price," he said.
The unnamed attendee who's question Iwata was addressing during the financial briefing suggested that "consumers might consider the value of the digitally purchased software lower than packaged software because the digital software can run on the purchasers' gaming systems only".
Vita games offered via the PS Store are usually priced $5 lower than their retail equivalents. Has Sony got it right, or is Nintendo's philosophy more on the mark?
http://www.computerandvideogames.com...etail-pricing/
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