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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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August 28th, 2011, 00:25 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- He Jin Zhuang Bei 150-in-1 Real Game (Unl)[U][!]. Thanks to Cheetahmen for providing this cart. It's an monstrous 150-in-1 multigame cart with a lot of complex mapper games, instead of just only simple mapper 0 games as on other multigame carts. At least two hacks are new here (see screenshots), and one more original game "Orchard Kavass". The rest is nothing much special, most of interesting licensed games you'd like to have in your collection here in one cart.
Mapper hardware is the same as FK23C with some odd functionality and expanded address space accessible from mapper, so won't work properly on old mapper source. New FCEUmm modified to support this dump and ready to download here. One more note: soft reset (F10) is switch hadrware dips, so game will stop function. Use power instead (F11) to reset this cart to initial state.
News source: http://cah4e3.shedevr.org.ru
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August 28th, 2011, 00:21 Posted By: wraggster
via http://gbatemp.net/t306002-dscraft-updated-v230811
smealum has been hard at work, and has updated DScraft from 220811 to version 230811. The game is an adaptation of the popular PC game Minecraft's 'Creative mode', which players will know is all about creating structures and buildings. See the change log for what's new, and to learn more about this homebrew, join the on-going discussion linked below. Be sure to also check out the project page for instructions and more information.
QUOTE(Change Log 08/23/11)- map streaming fixed *again*; now it won't get "locked" if you're too close to the edge.
- fixed the bug which made some cube faces disappear after saving; however, that's only for stuff saved from now on, so old maps which were affected with this bug will have to be fixed manually. (so if you had that bug, just place a block in front of the invisible face and remove it !)
- player position is now saved to the map file (so you start back where you left the game off)
- somewhat fixed the cursor; still a bit buggy but much better than it used to be
- it's now possible to make time pass by faster by touching the clock
- fixed the compass
- fixed mapGen for sizes that aren't 256, 512, 1024 etc. you do have to feed it even numbers though
- fixed the saving problem for FAT32 cards formatted for 512byte clusters
- fixed the bug that prevented water from spreading correctly after being loaded.
- new website logo, courtesy of sir Lobo !
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August 28th, 2011, 00:12 Posted By: wraggster
via http://gbatemp.net/t306224-nds-save-...ter-v2-6-alpha
The NDS Save Converter has received an update. This update changes the directory for plug-ins. Plug-ins aid the community by allowing any developer to create one for RAW format save conversions in powers two (256KB, 512KB, etc). For more information on this update and this software check the project post link below.
QUOTE(About Plug-ins)
Plugins no longer go in the /Plugins folder, but in the /Plugins/Format folder. Example, included is a GBA plugin in /Plugins/GBA.
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August 27th, 2011, 23:51 Posted By: wraggster
via http://gbatemp.net/t306521-timehack-v1-0
In Timehack the player must stop the timer as close to the selected number as possible.
TimeHack is one of those games that although at first seems very simple and in fact when we played a while, we will more and more hooked irretrievably doing we play until you get to go as far as possible. The goal, stopping a marker to get as close to the number we are asked, we can edit the margin of error among other things.
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August 27th, 2011, 23:46 Posted By: wraggster
via http://gbatemp.net/t306524-flashcarthelper-v0-5
GBAtemp member ron975 brings us FlashcartHelper, a Windows utility for help with setting up your flashcart with ease. It supports a variety of popular carts, including Acekard, Cyclo, DSTT, R4, and Supercard DStwo. For more information about this project, join the on-going discussion linked below.
QUOTE(Project Description 08/25/11)
FlashcartHelper downloads all the required files for your Flashcart, directly from Filetrip, so FlashcartHelper will always stay up to date, think ModMii, except for the DS. In fact, it's very very similar to ModMii, just for the DS. FlashcartHelper could be considered the "successor" to Cicada a relatively unknown program that I made about a year ago. FlashcartHelper fixes many of Cicada's flaws, such as writing directly to the microSD, or relying on custom repacks of firmwares. FlashcartHelper downloads directly from the "official" Filetrip link, if possible. This means that, newbs can download the latest wood R4 version on their cart right after AW uploads it on Filetrip. FlashcartHelper uses the 'Put This in root of SD card' system that ModMii uses, so it doesn't write directly to the MicroSD, thus less risk of data loss.
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August 27th, 2011, 23:42 Posted By: wraggster
via http://gbatemp.net/t306530-flyin-ldk...-kit-v1-1-beta
DS has released a level editor for his 2011 NeoFlash compo entry, Flyin'. Be sure to read the spoiler below for more information.
Whats Included: - Level Generator Application to build Flyin' levels
- A Flyin 1.1 BETA build able to load levels from fat (Folder: /data/flyin), there are no other changes so there is no need to download if you don't want to design levels.
- The Wavefront OBJ and Bitmap files for the first level (The Attic), and a level generator project file you might use to generate it's levelfile (hint: as it uses relative paths, extract the archive and generate into the same path, or the generator will hang).
Some hints about the Flyin' Engine and its limitations:
One Layer (part of the level you need to export separately) can have up to 8 units in height, width and depth (but you can have theoretically unlimited layers). Each Layer needs a UV Wrapped Texture; I used the bake feature in every level (include shadows and lighting in texture -> ds has no direct shadow support, and I got best results with that). A (square) texture can be up to 256x256, other tested values are 128x128, 64x64, 8x8. Not tested, but likely working are non-square textures, possible values for width and height are 8,64,128,256,512 or 1024. I'd recommend using square textures, because I tested them. All textures together must be smaller than 512*512 Pixels (because of nds's video ram). So you could, for example like in the warehouse level use three 256x256 textures and a 128x128 texture (3*256x256+128x128=212,992 -> smaller than 512*512=262,144).
The nds can only display 2048 Triangles in a frame, you should make sure that there is no way to display more in a frame (so be low-poly, sight length is 4 units, faces with one vertex outside won't be drawn). For the official levels I used a scale of ca. 1 unit = 2 meters.
The OBJ must contain normals, although I don't use them. Just check the box while exporting! Because of backside culling you should make sure your normals are on the correct side, through.
Some Facts you might need to know: - There are layers, each layer can be displayed and/or cause collisions (so you might have a object with a medium poly count to draw in one displayed layer, and with low poly count in a layer causing collisions, as too many collision faces will cause Flyin' to be slow).
- Layers might be static or animated. Animated layers might contain single frame's meshes or will use default animations: Move in a direction, Move in a direcion and back.
- Layer animations can be looped or triggered (caused by the fly to be in a specific area).
- Green and Red Spheres are not part of layers, they will get generated on-the-fly (hey, a pun!). You need only to specify its position in level converter.
- Each level has a starting point, also being set by the level converter.
- Each level has a clear color drawn in areas without faces (because of sight). See for example the cave level (gray) and the attic (black).
...and the pre-defined Animations I spoke about are: - Moving: Move with a speed in a direction, reset after a number of frames
- Vibrating: Move with a speed in a direction, change direction after a specific distance (width); width can be configured for every dimension (x,y,z).
- Trigger: Like Moving, but starts after the fly enters a Trigger Area, and won't reset; the animation just stops after the time.
- Animated: Use animation with single frames (naming like the example level: as blender does it when exporting wavefront animation)
- Animated-Trigger: like Animated, but starting when the fly enters a Trigger Area, and won't loop.
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August 27th, 2011, 23:31 Posted By: wraggster
via http://gbatemp.net/t306536-steam-v0-7-demo
tombot has released a two level playable demo of his DS homebrew called Steam. See the project description for the full story and instructions on how to play this game, and join the on-going discussion linked below for more information.
QUOTE(Project Description 08/26/11)- Steam is a mini-game of sorts where you (a small, unnamed robot) must match a harmony given to you by a computer. To match the harmony, you must open different valves that release notes in the form of steam. Press A to release a valve, and B to close it. When you think you matched the harmony, press A near the computer and it will attempt to match your notes with the harmony.
This is a 2 level demo, one level being easy and one being a bit more complex.
Any recommendations on the volume mix is very helpful.
No collision detection yet, but you stay within the 256x192 area so it's not such a problem.
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August 27th, 2011, 15:26 Posted By: wraggster
News via http://hackmii.com/2011/08/final-dsiwarehax/
The final DSiWareHax is now available, goto the exploitslist for the list of exploited DSiWare and the usage instructions for the exploits. The updated Sudokuhax is now available as well, the main change is faster boot.nds loading. You can only copy the new DSiWareHax to your DSi if you’re on 1.4.1 or below, and already have one of the exploited games, since 1.4.2+ blocks copying DSiWare exploits to your DSi “internal memory”. Likewise for obtaining the updated Sudokuhax, you must be on 1.4.1 and have the original Sudoku version.
The procedure for obtaining the new DSiWareHax and the updated Sudokuhax is identical to the original Sudokuhax, as described in the Sudokuhax post and the client software README. The client software was updated as well, updating to this version is required since the server doesn’t support client sw v1.0 anymore.
Hence the title and the 1.4.2 post, this is the last new DSiWareHax that will ever be released, since there’s no way to copy DSiWare exploits to DSi “internal memory” on 1.4.2+ without your system certs.
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August 27th, 2011, 15:21 Posted By: wraggster
The Lavalit guys have released a [COLOR=blue !important][COLOR=blue !important]new [COLOR=blue !important]version[/COLOR][/COLOR][/COLOR] of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by [COLOR=blue !important][COLOR=blue !important]SEGA's[/COLOR][/COLOR] Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. [COLOR=blue !important][COLOR=blue !important]The [COLOR=blue !important]game[/COLOR][/COLOR][/COLOR] spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* [COLOR=blue !important][COLOR=blue !important]Playstation[/COLOR][/COLOR] 2
* Xbox
* GP32
* Palmtop
[COLOR=blue !important][COLOR=blue !important]Download[/COLOR][/COLOR] and Give Feedback Via Comments
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August 27th, 2011, 11:47 Posted By: wraggster
via http://retroactionmagazine.com/retro...e-4-digitised/
The fourth issue of N64 Magazine from July 1997 has been digitally archived over at Out-of-Print Archive. The classic videgogaming magazine from Future Publishing was the spiritual successor to the cult Super Play magazine and followed Nintendo’s 64-bit games console. To accompany the digital release, there are four articles to view online which were taken from he magazine and include ‘How to survive in a Japanese arcade’, ‘Have a nice play’ development feature, War Gods review and a feature on International Superstar Soccer 64. The full magazine release can be downloaded in full 1920 pixel resolution or 1024 pixel iDevice friendly, or both – surely, the only classic magazine archive project to offer such a service. All these services can be found from the N64 Magazine issue 4 catalogue page.
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August 27th, 2011, 11:42 Posted By: wraggster
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
Attractive libwiigui-based interface, designed with the Wii in mind
Picture viewer
Music player
On-line media support, including SHOUTcast, YouTube, and Navi-X
FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
Network playback via SMB, HTTP, and FTP
Multi-language support: Asturian (in WiiMC beta), Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish, Tamil
Version 1.1.9 has been released, fixing YouTube and providing a few minor bugfixes and enhancements. Full changelog:
Synced to MPlayer r34002
New YouTube scraping code (thanks jhb50!)
Fixed problem with some subtitles not appearing
Added support for subtitles over FTP
Added chunk support in HTTP protocol
Added Bulgarian translation
Other minor bug fixes
http://www.wiimc.org/
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August 27th, 2011, 01:19 Posted By: wraggster
Despite this year's long-awaited Wii Legend of Zelda: Skyward Sword still several months from launch, Nintendo is already planning the series' next incarnation for the Wii U.
Zelda head honcho Eiji Aonuma told Nintendo Power he already had several gameplay ideas for the Wii U's touch-screen controller, including ditching Skyward Sword's much-touted MotionPlus gameplay in favour of extensive touch screen controls.
"With The Legend of Zelda: Skyward Sword, we had the Nunchuck and Wii Remote sort of stand in for the sword and shield that Link carries."
"But in a game for the Wii U, I can definitely see something like the controller itself becoming the different items that Link is using, allowing you to interact with the game world and with the game items in a very different way."
Aonuma is also considering a more obvious application of the screen - an always-accessible item inventory.
"Imagine having the contents of Link's satchel available to you on the screen of your controller," he said. Gamers could then "use elements of the pouch to interact with gameplay on the television".
Nintendo wowed fans at E3 with a Zelda HD concept video that ran on the Wii U in real-time.
But Nintendo was cautious to label that gameplay snippet as just an "experience" that may change completely before release.
http://www.eurogamer.net/articles/20...da-wii-u-ideas
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August 26th, 2011, 23:43 Posted By: wraggster
The 3DS sold 105,639 units in the week following its price cut, Andriasang reports.
In the week running from August 15 to August 21, Nintendo's handheld outsold every other hardware format combined.
However, this still marks a significant drop in performance from the previous week's total of 196,077 units.
The PlayStation 3's ¥5,000 price cut also took effect last week, but the system experienced a relatively small increase in sales, from 20,239 units to 29,666 units.
Earlier this week, Nintendo confirmed that it would hold a conference for media, investors and analysts on September 13, just before the start of the consumer-focused Tokyo Game Show.
Rumours surrounding the announcement indicated that the focus of the conference will be a redesign of the 3DS hardware.
http://www.gamesindustry.biz/article...wing-price-cut
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August 26th, 2011, 01:45 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9668
wintermute has emerged from these boxes the port of Doom for Nintendo DS and a string of updates to perfect the result. This new version fixes a problem mainly freeze (which occurs when the volume of sound effects SFX was modified) and adds a keyboard when editing the name of backups.
Obviously you will need the original WAD files episodes of Doom (Doom, Doom II, Plutonia, TNT, etc.). Which you want to play, to be placed in the directory of homebrew.
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August 26th, 2011, 01:38 Posted By: wraggster
An entry into this years Neoflash Coding Contest, heres the full details:
Nickname: ds
Project Name: Flyin'
From: Germany
Division: RETRO GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Download: Attatchment or http://rapidshare.com/files/479426960/flyin1.0.zip
After many issues (downtime) with this website, it seems to work now...
Project description:
A multi-language (currently English and German, depending on User's preferences) 3D game with little in-game manual...
Control a fly, discover the levels, find the green sphere. But make sure you don't collide with walls, objects, etc, as that wouldn't be healthy for the fly... and you would need to start the level again.
Use the touchscreen to rotate the fly (touch, drag into a direction and hold touchpen on the screen), it accelerates by itself. Red spheres will brake the fly on collision, in most levels you migt also use the L and/or R Key to reduce speed, but only for a limited time (see bar at the bottom of the topscreen).
If you want to pause the game, restart the level or return to menu, press START.
Feel free to contact me if you're willing to design some levels (my current tools convert Wavefront OBJ with BMP UV-Mapped textures, so for example with the free Blender), I'm thinking about implementing a load level from file possibility
How to use:
Download...Unzip...Copy...Play...
In theory Flyin' will create the needed folder "/data/flyin", if saving game progress won't work, try to create it manually (tested on R4).
Enjoy!
http://www.neoflash.com/forum/index....ic,7132.0.html
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