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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 15th, 2011, 00:01 Posted By: wraggster
Speaking to Industry Gamers, Activision Publishing CEO Eric Hirshberg welcomed the peripheral that gives 3DS a second analogue circle pad. "It makes the hardware more relevant and compatible to the style of games we make," he said. "I don't have anything to announce in relation to that, but I think it was a great move and it opens up that platform to more styles of games
http://www.next-gen.biz/news/activis...circle-pad-add
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September 14th, 2011, 23:53 Posted By: wraggster
If you’re contemplating a quadcopter build here’s a way to add stabilization hardware without breaking the bank. The BaronPilot project uses an Arduino and a Wii Motion Plus module to ensure an even keel for your flying projects. The hardware inside of the Motion Plus includes two gyroscopes, which the BaronPilot monitors for changes in your flying rig’s orientation. The project serves as a co-pilot by differentiating between movements caused by the remote control, and changes due to wind or other outside factors (like hitting the quadcopter with a stick as seen in the video after the break). It should all translate to less chance of crashing due to operator error.
You can pick up a Motion Plus for less than twenty dollars, a deal when compared to the IMU boards that we usually see in quadcopter builds which usually run more than twice that amount. It’s an I2C device which makes it easy to hook up to just about anything. This project has native support for Teensy, Arduino Nano, and Arduino clones using an ATmega328 chip. But the portability of the Arduino platform should make it easy to tweak the code for use with just about any microprocessor.
http://hackaday.com/2011/09/14/quadc...i-motion-plus/
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September 14th, 2011, 00:25 Posted By: wraggster
Nintendo's share price fell by 5 per cent following its 3DS press conference.
The drop leaves the company's share price at ¥ 12,290, the lowest since mid-August, when disappointing financial results caused it to plummet 21 per cent in a single day.
Nintendo's shares spiked by 8.4 per cent to ¥13,100 at the end of August after invitations to today's 3DS press conference sparked rumours of major announcements.
However, analysts and investors were not enthused by the new software, extra functionality, and "misty pink" 3DS hardware Nintendo actually unveiled.
"I don't think the new games will make any difference," Ichiyoshi Investment's Mitsushige Akino toldReuters. "Nintendo succeeded by pulling in people who weren't gamers and their needs now are no longer being filled by Nintendo - they are happy playing games on their mobile phones."
3DS hardware sold 215,000 units in the week following its price cut, but numbers have fallen by around 75 per cent in the time since.
Nintendo's share price has declined by almost 50 per cent since the start of the year.
http://www.gamesindustry.biz/article...3ds-conference
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September 14th, 2011, 00:09 Posted By: wraggster
You heard right -- The Big N's own Satoru Iwata just announced that a "Misty Pink" Nintendo 3DSconsole would be shipping (at least in Japan) on October 20th. Funnily enough, that was just after showing a chart proving that right around half of all DS gamers are ladies. (But Iwata -- what if the dudes dig pink, too?) At any rate, no specific price was mentioned, giving us some level of certainty that no premium will be attached.
http://www.engadget.com/2011/09/12/n...-october-20th/
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September 14th, 2011, 00:07 Posted By: wraggster
Satoru Iwata came on stage at Nintendo's pre-Tokyo Game Show shindig and announced the 3DS will be getting a few upgrades soon. No word on any hardware changes -- yet -- but owners can expect 3D video capture as well as upgrades to the Street Pass Mii Plaza and eShop. The press conference is still ongoing, so check back for more details as they're announced or watch the live video stream (in Japanese) embedded after the break.
http://www.engadget.com/2011/09/12/n...shop-and-more/
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September 14th, 2011, 00:05 Posted By: wraggster
Nintendo didn't say so on stage during the pre-Tokyo Game Show 3DS press conference tonight, but it really is shipping that odd-looking circle pad add-on. The "extended slide pad" is up on the gaming company's Japanese home page right now, with a shipping date of December 10th and a price of ¥1500 ($19.50). There's also a list of supported games available, including Monster Hunter Tri G, BioHazard Revelations, Snake Eater 3D and more. It's powered by a single AAA battery, which our country cousins at Joystiq note probably indicates you won't be getting any extra playtime added to your 3DS by slapping this "boat" on the bottom. Check the source link below for the official info -- we'll keep our eyes peeled in Tokyo for North American release info and of course, the color matched Misty Pink edition you're already looking for.
http://www.engadget.com/2011/09/13/nintendo-3ds-circle-pad-add-on-is-official-ships-december-10th/
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September 13th, 2011, 23:00 Posted By: Shrygue
via MCV
Nintendo has announced that a special version of acclaimed portable multiplayer hit The Legend of Zelda: Four Swords will be offered to DSi owners as a free download.
The announcement is part of the company’s 25th Anniversary celebrations for the cherished franchise.
The Game Boy conversion will include new areas not in the original and a new single player mode. It will also compatible with the Nintendo 3DS.
In addition, from November Nintendo will release a limited edition Zelda themed Prepaid Card that can be used on either on DSiWare or the Nintendo eShop.
The Legend of Zelda: Four Swords Anniversary Edition will be made available on the DSiWare store on September 28th.
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September 13th, 2011, 22:59 Posted By: Shrygue
via IGN
Not even two Monster Hunter titles can save Nintendo from the wrath of its investors. According to a report by Reuters, Nintendo's shares fell 5 percent as the Tokyo Stock Exchanged closed on Tuesday, a clear sign that Nintendo's worries have not necessarily ended.
Nintendo's much-hyped conference featured a wave of announcements and updates on titles old and new, significant and small. The biggest of these was of course Monster Hunter. Capcom announced it plans to bring an expanded version of Monster Hunter Tri, called Monster Hunter 3G, to the system by the end of the year. Monster Hunter 4, the next major installment in the series, will arrive on 3DS at a to be determined time. Seemingly as a result of these announcements, Capcom's shares dipped 8 percent.
The report cites several analysts who effectively dismissed Nintendo's conference. "I don't think the new games will make any difference," said Mitsushige Akino, chief fund manager at Ichiyoshi Investment, told Reuters.
Japanese analysts and investors continue to demand the company change tactics, potentially even moving into development for mobile devices. So far Nintendo president Satoru Iwata has pushed back against these claims, and has repeatedly stated he doesn't feel mobile gaming has had a direct impact on Nintendo's business.
Other 3DS announcements Tuesday included a new RPG from Square Enix, a new entry in the Fire Emblem series, release dates for Mario Kart 7 and Super Mario 3D Land, and some efforts at attracting female gamers, including a pink 3DS. The company also provided updated looks at Paper Mario and Animal Crossing for the 3DS, and promised more firmware updates, including an upgraded eShop.
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September 13th, 2011, 22:57 Posted By: Shrygue
via Eurogamer
The eyebrow-raising 3DS second circle pad attachment will cost 1500 Yen (£12.30) and be released on 10th December in Japan.
Monster Hunter Tri G won't be the only game that supports it.
Nintendo has revealed five other compatible games: Resident Evil: Revelations (early 2012), Metal Gear Solid Snake Eater 3D (winter), Ace Combat 3D Cross Rumble (winter), Dynasty Warriors Vs (2012) and Kingdom Hearts 3D (TBC).
The 3DS second circle pad requires one AAA battery to run.
Games that support the second circle pad will display an icon showing the attachment.
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September 12th, 2011, 21:44 Posted By: wraggster
Zelda overlord Eiji Aonuma has dropped more hints as to the direction Nintendo will take the series on its next-gen console, Wii U.
Speaking to US retail mag Game Informer, Aonuma revealed he's planning to "take advantage of [Wii U's] power" with the console's first Zelda, and he even hinted that another 3DS version is already in development.
He told the mag: "The demo that we showed at E3 was really just more of a rough idea of if all we were to do was to take a Zelda game and put it in HD, this is what it might look like.
"We're much more interested in looking at the power of the Wii U system and seeing how we can take advantage of that power to do things that we haven't been able to do in a Zelda game before....
"One of our goals with [Skyward Sword] is to be the first step in illustrating for people how the Zelda series can change and evolve."
Asked if Nintendo's started considering an original Zelda for 3DS after its update of Ocarina of Time, Aonuma said he expects to be able to do something "very interesting" on the handheld. "It will be a game in which having 3D will mean something," he teased.
Before we get ahead of ourselves however, Nintendo's next Zelda, Skyward Sword is out on November 18.
http://www.computerandvideogames.com...n-zelda-hints/
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September 12th, 2011, 19:35 Posted By: wraggster
Remember that "massive shock announcement" Pokémon firm Game Freak teased on Japanese television this weekend? Have you been spinning in your office chair at the thought of what it might be? Well we'll put you out of your misery; it's a new Pokémon game.
Japanese magazine CoroCoro has confirmed that last year's PokéPark: Pikachu's Adventure will be getting a sequel; PokéPark 2: Beyond The World, which is due for release in Japan this winter.
According to CoroCoro the follow-up will feature Pokémon from Black and White's Unova region, plus a four-player multiplayer mode.
In case you missed the original, it had players wander around a theme park attempting to complete 14 mini-games in order to collect the 14 pieces of the shattered Sky Prism.
Read more about it over on Official Nintendo Magazine.
http://www.computerandvideogames.com...nouncement-is/
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September 12th, 2011, 00:01 Posted By: wraggster
Dolphin new-shadercache-uids Git 3.0-94 is released. Dolphin new-shadercache-uids is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin new-shadercache-uids Git changelog:
* Added safe vertex shader UIDs for debugging purposes.
* Added safe pixel shader UIDs for debugging purposes.
* Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.
* Track alpha blending paramaters in the pixel shader UID.
* Various fixes and cleanups.
* Merge remote-tracking branch 'remotes/origin/master' into new-shadercache-uids
* Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.
* Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
* Small fix to the previous commit.
* - D3D9: pass the correct API type to ValidatePixelShaderIDs
- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc)
- dump shader source codes on safe UIDs mismatch
Thanks to LordMark and [SS] for reporting those to me
Download: Dolphin new-shadercache-uids Git 3.0-94 x86
Download: Dolphin new-shadercache-uids Git 3.0-94 x64
Source: Here
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September 11th, 2011, 23:59 Posted By: wraggster
Mupen64Plus 20110911 is released. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus 20110911 Changelog:
- instead of calling SDL_Quit when finished in the M64CMD_EXECUTE command, don't call it until the library is being unloaded. this will fix some front-end use cases
- merged changes from ecsv's fork
- sync w/ wiki updates from wahrhaft
- Strip binaries during install / PPC experimental support
- Strip binaries during install / PPC experimental support / Add generic X-Box pad
- merged changes from ecsv's fork
- Synchronize MipMapping options in Arachnoid and Rice / Strip binaries during install / Fix scaling of highres textures / PPC experimental support
- Synchronize MipMapping options in Arachnoid and Rice / PPC experimental support / Support MAP_ANONYMOUS on systems only with MAP_ANON / Strip binaries only during install
- dont call CoreVideo_Init() inside of the InitializeGFX() function. Instead, only call this within RomOpen. This will fix some front-end use cases
- added Xbox 360 linux userspace driver config, from mus.svz@googlemail.com
Download: Mupen64Plus 20110911
Source: Here
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September 11th, 2011, 23:49 Posted By: wraggster
via http://board.gulli.com/thread/165634...9#post14092339
just come from gamescom and apparently there is art a flash card (at least for the developers at konami state): see: a modular play, which by any could be recorded and then in 3DS mode ran (here using the example of the still Frogger 3D game development located). was a DEV and CONFIG mode it also. says to me but not much.
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September 11th, 2011, 23:47 Posted By: wraggster
A hacking tool to view, convert and edit NDS game files, similar to other programs out there like CrystalTile. It's written in C# with NET Framework 3.5, so you'll need 3.5 installed to run it. All the code is Open Source hosted on Google.
Changelog
*** Support for font files NFTR (edit and view)
*** Support to write Game plugins in other languages (like C/C++)
*** Interface to unpack "big files"
*** Improved the speed of the program, now the program it's so much faster opening roms and files.
** Improved decompress methods, now it's so much faster.
** Improved SDAT plugin:
- Information dialog about sound files (STRM, SWAV and SWAR)
- WAV -> SWAV
- Play SWAV files in loop
- Create new SWAR
- Fixed some bugs
- Fixed important errors in SDAT plugin
- Add "change volume" while importing WAV and converting to SWAV audio
* Improved plugin TETRIS DS
* New option in menu "Open as..." -> Compress (you can select the start offset)
* New hotkeys (T to "Open as->Tile", P to "Open as->Palette", M to "Open as->Map", D to decompress)
* New search term: "Length: XXXX" to search files with XXXX bytes of length
* Improved "offset" in NSCR and NCGR files.
* Command to set a new transparent color in NCGR and NCER files
* Improved Images plugin and TGA support
http://www.ds-scene.net/?s=viewtopic&nid=11182
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September 11th, 2011, 23:45 Posted By: wraggster
NightFox's Lib has been updated to version 20110911.
What is Nightfox's Lib?
A small lib to help you to code games & applications for your Nintendo DS console. You can find functions to manage backgrounds, sprites, colision maps, text, sound effects, etc. Requires lastest Libnds to work (part of devkitPro).
http://www.ds-scene.net/?s=viewtopic&nid=11186
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September 11th, 2011, 23:40 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
DSx86 release notes
Sverx has continued improving my Smooth Scaling algorithms. This version has faster smooth scaling in all the 640-pixel wide EGA and VGA 16-color modes (640x200, 640x350, 640x400 and 640x480). The 640x480 mode is now fast enought to be used also on DS Lite (it used to be a DSi-exclusive feature), though the screen refresh will be limited to 15fps. Big thanks to Sverx for his hard work on the smooth scaling algorithms!
Here is a table of the speedups he managed to achieve on each of the resolutions and on both DS Lite and DSi. The new code is more CPU-bound than my original code, which is why DSi shows somewhat bigger improvements in the speed.
The reason the speed improvement is not constant is because the complexity of the image to show had a big impact on the speed of the original code, due to cache misses when looking up the palette values. The new code has the palette values mostly in DTCM, so it runs (roughly) at a constant speed for all types of images.
DS2x86 progress
I am still working on the paging features for DS2x86. This seems to be somewhat more difficult than I had anticipated, I have run into various problems that have taken a long time to debug, and I am still debugging a couple of weird crashes. The code seems to run 35 Page Faults properly, but after (or inside) Page Fault number 36 things go wrong and DS2x86 hangs completely. Annoyingly, when I add some more thorough debug code into DS2x86, it runs further and only begins to misbehave after Page Fault number 47. At that point my EMSPages look-up table has a wrong value for page 0x102DD000, which contains the stack. It points to physical address 0x001D5000 (which is already in use by address 0x100F7000 containing executable code), so the game crashes when it loads invalid values from stack.
So, a lot of bug fixing and debugging still ahead before the paging system will work. I am not even sure yet if I can make my physical CS:IP architecture support paging code without a major rewrite, but I'll first need to figure out the cause of the current problems to continue testing that.
Download and Give Feedback Via Comments
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