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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 10th, 2011, 00:48 Posted By: wraggster
via http://www.aep-emu.de
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.3.0-RC1
- Fix an issue where a client couldn´t find the server to launch it; the client now looks in the directory it was installed into. GNA#18406
- For security reasons, in non-debug builds, the client no longer searches for a server to launch in directories relative to the current working directory. GNAPATCH#2827
- Some fixes which may improve the reliability of the modpack installer. GNA#18354, GNAPATCH#2812
- The civ2 ruleset now uses a restricted set of 25 nations, to better resemble the original rules. Loading civ2 savegames from older versions of Freeciv may cause nations to be reassigned; it will not be possible to load a civ2 savegame with more than 23 (non-barbarian) players. GNA#18419
- In the Windows builds, a packaging issue prevented most of the on-line help from being localized, and caused it to be badly formatted in English. GNA#18396
- A couple of strings in the research report were not marked for localization. GNA#18433
- Some server settings´ parameters were not being localized in the Gtk client. GNA#18396
- Fixed corrupted display with many tilesets in the Xaw client. GNA#18376
- 2.3.0-RC1 was erroneously built as a beta release. GNAPATCH#2828
- Typo fixes in developer documentation. GNA#18334
- New Scottish Gaelic localization (not yet complete). GNAPATCH#2814
- Updates to Spanish, Polish, Catalan, French, and British English translations.
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August 10th, 2011, 00:46 Posted By: wraggster
via http://www.aep-emu.de
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
04/08 - DSP Emulator 0.11b4 Released - Windows binary and source available, last update before 0.12.
- Big source changes, code cleaning on all arcade drivers.
- At last ´Galaga´ works and updated Galaxian driver fixing many bugs.
- Added drivers for ´Scramble , ´Super Cobra´, ´Amidar´ and ´Pengo´.
- Small updates in Coleco, NES and Amstrad drivers.
- Big update on Spectrum side, many bug fixes and a new snapshot/tape load window.
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August 10th, 2011, 00:38 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17397.html
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Changelog: 0.28 - in this release I have implemented a "Timeline" bar. In the lower left corner there is now a bar with which you can go "back in time" up to a maximum of 60 seconds. Each tick corresponds to 5 seconds. If you don´t want to use the mouse you can also use the keyboard. Pressing CTRL will pause the emulator and, while keeping CTRL pressed, you can move the bar with the left and right buttons.
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August 10th, 2011, 00:26 Posted By: wraggster
Up until now the only way to liberate your Wii console and enable the use of homebrew with System Menu 4.3 was to use a gamedisc based exploit such as “BatHaxx”, “Return of the Jodi” and others.Today we are announcing a project that changes this completely and removes the requirement for an exploitable game.
In memory of BannerBomb, we present you with LetterBomb , a brand new System Menu exploit that will allow you to enable homebrew with the push of an envelope (no stamp licking involved)
This exploit reuses (and abuses) some of some Nintendo’s Wii Messageboard functionality.
You will need:- A Wii running System Menu 4.3 (E/U/J/K)
- A SD(HC) card with some free space
- Your Wii’s WiFi MAC Address (available from your Wii’s system settings). This is needed because the Wii will only accept messages addressed to its specific MAC address.
- A few minutes of your time
For this very special occasion we have created an easy-peasy webpage that takes away some of the pain that is usually involved with getting homebrew onto your system:
[h=2]http://please.hackmii.com[/h]This webpage will ask you for some necessary information (such as your System Menu region and MAC address), and will then return a nicely packaged ZIP file that is ready for extraction to the root of your SD card. Simple eh?
All that is missing from that point is a boot.elf/boot.dol file (that you will need to place in the root of your card), and you should be good to go. For your convenience we have an option to prepackage and bundle the HackMii Installer boot.elf (this is enabled by default).
So, how do I do this?
Simple…. once you’ve unzipped the file to your SD card (and inserted it) just navigate to the “messageboard” on your Wii and in the default view you should browse to “yesterday” (the place where you usually see yesterday’s messages) – sometimes this may be “today” or “two days ago” (this depends on the timezone you are in).
From this view you will be presented with a small envelope (that should obviously stand out against the rest of your plain old boring ones), click it, kick back, twiddle your thumbs (the Brits among you, go and make a cup of tea) cross your fingers and hope it worked.
DISCLAIMER: We are aware of a similar exploit by giantpune (good work!), but as of today this has not been released. In anticipation of its release we decided to reverse engineer, hack and implement something ourselves.
http://hackmii.com/2011/08/letterbomb/
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August 9th, 2011, 23:39 Posted By: wraggster
Wal-Mart isn't waiting for the official date to cut its 3DS prices. It's cutting them NOW.
It's being reported on Cheap Ass Gamer (thnaks IndustryGamers) that Wal-Mart stores across the States have already stuck $169.99 price tags to its 3DS hardware shelves - a full three days before the official price cut date announced by Nintendo.
The best thing is that qualification for Nintendo's 3DS Ambassador program -designed to compensate early adopters who paid full-price - is still open until August 12, meaning you can get your cheaper 3DS AND still get the 20 free games promised.
3DS' RRP will drop from $249 to $169.99 in the US on August 12. A cut to the European trade price will come on the same day. Nintendo is yet to confirm the exact drop for the EU, but has told CVG that it will be "around a third".
Australia will also benefit on August 12, with 3DS dipping from $350 to $250. Meanwhile, Japan will see a price drop on August 11 - to 15,000, down from 25,000.
The 3DS Ambassador Programme is open to anyone who owns a 3DS system and uses a wireless broadband internet signal to connect to the Nintendo eShop at least once before August 12.http://www.computerandvideogames.com/314824/3ds-price-drop-arrives-early-in-us/
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August 9th, 2011, 23:26 Posted By: wraggster
Nintendo UK has formed a new partnership with UK Wi-Fi provide The Cloud, allowing 3DS users to access 5,000 hotspots for free.
"The Cloud partnership represents another exciting step that will continue to expand its appeal and encourage owners to take their Nintendo 3DS systems with them wherever they go, offering different and unique experiences everyday," said Nintendo UK marketing director Dawn Paine.
From today the access points allow 3DS owners to access content via the Nintedo SpotPass service, access the Nintendo eSHop or just browse the internet.
"Nintendo is a fantastic addition to our list of strategic partners and site owners who are making the most of Wi-Fi’s potential to give their customers a better entertainment experience," added Steve Nicholson, The Cloud's managing director.
"If gamers are going to play outside of their home, it’s essential they have a fast and reliable internet connection. This is what Wi-Fi offers compared to a technology such as 3G, which struggles to handle really rich, data-hungry video content."
http://www.gamesindustry.biz/article...with-the-cloud
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August 9th, 2011, 22:39 Posted By: wraggster
Speaking to Industry Gamers, the newly promoted chief operating officer of Electronic Arts Peter Moore praised the "huge commitment" Nintendo had shown the publisher with its online strategy for Wii U. "[Online] is critically important to us, and we are relieved that they have made a huge commitment that they have presented to us," he said. "Online certainly was not a factor with the Wii, as you know; although they had capabilities, it just wasn't there at the level that both Xbox Live and PlayStation had. But I think Nintendo totally gets that multiplayer, building community, co-op play, having the ability to bring games that are deeper - all of these things are now very important.
http://www.next-gen.biz/news/eas-moo...nline-strategy
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August 9th, 2011, 13:13 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11123
DS-Scene member MJaoune has created a DS version of the popular iDevice app Pocket God. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever!
Changelog v0.9 (05/08/11) |
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- Fixed the gravity serious glitch. (Actually recoded the whole gravity code)
- Added some limitations for the Pygmies' locations.
- Top Screen coloring on every time of the day.
- Fixed the lightning sound. (It was really loud)
- Made the lightning disappear when the Pygmie dies.
- Font and GUI Modifications.
- Made the VRAM flexible.
- Fixed known glitches.
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What is currently available in the game: |
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- Rain (Only in Storm Weather Mode)
- Lightning (Only in Storm Weather Mode)
- Change weathers and day times
- Tornado (Will be improved)
- Much more
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August 9th, 2011, 13:11 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
My summer vacation ended by the previous weekend, so this week I have not had all that much time to work on DS2x86. I spent an hour or so every weekday debugging some problem games, though. I first decided to finally try and find the keyboard problem in Frontier, where the keys seem to get stuck when in the star map, so that you can't properly move around in the map. I debugged the keyboard interrupt routine that the game uses, and found out that it uses separate maps for each normal and each extended key that is either down or up. When the problem occurred, I noticed that the non-extended cursor key was down in the map, while the extended cursor key was up. After checking my keyboard emulation routines, I realized that my key repeat feature always repeats only the non-extended versions of the keys!
What this problem meant for Frontier, was that my keyboard emulation routine first sent an enhanced cursor key down code, and if you kept the key pressed, it began sending the non-enhanced cursor key down codes. When you then lifted your finger from the key, my routine sent the enhanced cursor key up code, but never an up code for the non-enhanced key. Thus, the non-enhanced key stayed down, and Frontier did not actually make a difference between enhanced and non-enhanced cursor keys when looking for keys that were down. This was relatively simple to fix, by always repeating the same key, be it enhanced or not, that was pressed. After this change the Frontier star map began to scroll properly when using the cursor keys, but there is still a problem when using mouse. I need to still work on the mouse problem, I'll see if I can fix it also before releasing the next version.
Next I looked into the weird 360x480 graphics mode problem in Albion. This graphics mode turned out to actually be the 360x240 mode (same as in Settlers, for example). I found out that there are actually two ways to make the VGA card display 240 instead of 480 rows, and I had only checked one of those ways in DS2x86. So, I added a check for the other method as well, and Albion began to look correct.
I had heard reports that the Tap functionality in the TouchPad Mouse (TPM) emulation is broken in DS2x86. I used Albion to test this, but did not find anything wrong with the functionality. There are some difficulties in the key and touchpad reading in general in DS2x86, but that is mostly due to the DSTwo SDK. Besides that, the TPMTap=TRUE setting in the INI file seems to work fine.
I did however notice that the TPM handling did not work very well in Albion, it looked like the horizontal movement of the mouse pointer was about twice that of the distance I moved the stylus, and the vertical movement was about four times that. So, I decided to finally enhance the TPM functionality by adding X and Y scaling factors to the configuration. So, in the next version you can use TPMXScale and TPMYScale game-specific INI file keys to select the mouse movement scaling factor when using touchpad mouse. For example, in Albion you could use this:
[MAIN] ; For Albion!TPMXScale=0.50TPMYScale=0.25The scaling factor should be a floating point number, where 1.00 is the normal default scaling. Note, though, that Albion is a bad example in a sense that it uses the mouse buttons to make the character walk, so using the D-Pad mouse might be easier. After those changes I started making some changes to the code that would allow me to support Paging (as in Virtual Memory) in the future. There are several games that want to turn paging on (including the Wing Commander Armada I tested last weekend), so I want to start working on this feature soon. The first change I made (which should not actually affect anything yet) was to change my memory mapping to use 4KB pages instead of 16KB pages. I had originally used 16KB pages, as that is the smallest granularity needed to support EMS memory. This was also enough to handle the special paging of the VGA memory (where the 64KB memory block at address 0xA0000 is actually accessing 256KB of VRAM). However, to support real paging each page should be 4KB in size. I had used a simple look-up table that had 1024 entries (to access all 16MB of emulated memory with 16KB pages), so I increased the table to 4096 entries so that each page is 4KB, and adjusted all the routines that access this table to handle the new page size correctly.
After I got the code running properly with the 4KB page size, I again spent some time thinking about how to add the actual paging functionality without sacrificing the performance of games that do not use paging. When paging is not in use, I can simply look up the physical memory address from my one look-up table (or Translation Lookaside Buffer, TLB), which is reasonably fast. However, when paging is enabled, the physical memory lookup is much more complex, as the following image (from Wikipedia) illustrates:
The linear address (which without paging I can simply shift right 12 bit positions to get the mapping table index, and then add the mapping table value to the remaining bits to get the correct physical RAM address) is split into three fields, where the top 10 bits index the Page Directory table, the next 10 bits the Page Table, and the remaining 12 bits the byte within the page. The CPU register CR3 gives the starting physical address of the Page Directory table, which in turn gives the starting physical address of the Page Table used for the middle 10 bits of the linear address. Each of the page entries contain the 20 highest bits of the physical address, while the low 12 bits contain all sorts of bookkeeping bits, telling if the page has been accessed, is it present in memory, is it dirty (that is, it has been written into), etc. Quite a complex (read: slow) system.
The biggest problem I have been having with this is to figure out a way to make the memory access behave differently when paging is in use. Until now all the linear page lookup code has been inlined into all the opcode handlers, so there is no subroutine that I could change to work differently. And, since my primary goal was to not make the non-paging code any slower, adding a subroutine was out of the question.
The current solution I am working with, is a bit of a brute force method: If I increase my linear page mapping table to have 1048576 entries (to map the whole 4GB of virtual RAM), I can then precalculate all the needed physical page addresses and use the exact same code I use without paging to look up the physical address also when paging is in use! This however means that the linear page mapping table will take a whopping 4MB of RAM! I checked how much memory I currently use, and noticed that my code takes about 4MB, and the emulated RAM takes 16MB. Then there is the allocated EMS memory of 4MB, plus some stack area etc. So, slightly over 24MB of the 32MB of RAM is in use. Increasing the page table to 4MB will still leave a few megabytes free, so it should actually fit. And of course only a small part of the 4MB mapping table is actually accessed, even though it needs to contain the whole 4GB address range. The game can use whatever virtual addresses it wants, as the paging tables then map these to the existing RAM.
I am thinking of using a similar system to what DOSBox uses when paging is turned on: All the lookup-up table values are cleared, so that whenever a new page is accessed it is forced to go though an initialization routine. This initialization routine then checks and fills the bookkeeping bits of the page, and in my case it can also fill the linear look-up table with the proper physical address. I already have code in (almost) all the look-up table access routines to jump to a different handler when EGA or Mode-X RAM is accessed. I just need to add a new case into this opcode-specific jump table so that in the future it selects between RAM, EGA, Mode-X and unitialized page handling routines. This should not make the code any slower, but it does make it somewhat bigger.
There are currently around 500 different locations where this inline code is used, and I'll need to generate handling code for the uninitialized page situation to all of those locations. This will obviously not be done by the next version yet, but this is what I plan to work on from now on. I'll also try to fix some bugs in the code and release new versions, but there will probably not be any other new features until I get this paging system done.
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August 9th, 2011, 13:04 Posted By: wraggster
via http://forum.gbadev.org/viewtopic.ph...6d72c0556c9fd4
I released a new version of my midi controller for the DS two months ago. It brings some major new features :
- Synchronization to the DAW tempo
- Loop recording/playing (only 1 bar loops synced with the tempo for the moment)
- Midi parameters customization (CC number, midi channel)
- Saving of the configuration
- Midi feedback from the DAW (move a parameter in the DAW, it will be moved on the DS too)
- 4x Kaoss-pad like X-Y touch control
- 3x 16 sliders
- MPC-style pads with velocity with arpegiator synced with the tempo
- Mixer control (8x sliders, 8x mute buttons)
More informations, videos, downloads :
http://midicontrolds.blogspot.com
A video :
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August 9th, 2011, 13:02 Posted By: wraggster
via http://gbatemp.net/t303813-without-escape-v1-1
Without Escape is a Spanish language point-and-click "escape the room" type adventure game. The game has support for other languages and the developer is looking for someone to translate the script into English.
QUOTE(Change Log)- Fixed graphic glitches when running on actual hardware
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August 9th, 2011, 12:58 Posted By: wraggster
via http://gbatemp.net/t303833-3ds-save-de-encrypter-v1-4
3DS Save De/Encrypter is a Windows application for decrypting and encrypting 3DS save files. In addition this tool can also create a reset save file for restoring 1-save game carts back to factory defaults. Hardware such as the NDS Adaptor Plus with version 3.02 software is required to grab the save file from the 3DS game cart. For more information on this project and to get involved with the discussion, check the link below.
QUOTE(Change Log)- Decryption now places "FF" into decrypted file incase of CRC checksum miscalculations while attempting to calculate checksums. So now removed the need for backwards compatibility with 3DS SaveTool by crediar as it's no longer required.
- Some people have said they needed a file to get the application running so added COMCTL32.OCX to archive for those people that need it.
- Added an icon for aesthetics.
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August 9th, 2011, 12:53 Posted By: wraggster
via http://gbatemp.net/t304226-wiitriis-v1-01
Wilco2009 has updated Wiitriis to version 1.01. This Wii homebrew is based on quite a famous block puzzle game originally designed by Alexey Pajitnov. The game features two modes of game play, including a battle mode where all of your completed lines are sent to your opponents side. For more information, check out the project page linked below.
QUOTE(Change Log 08/07/11)- Fixed a bug when send a line to a not playing player in battle mode.
- Fixed music overlapping blind sound.
- Dropping speed increases more rapidly.
- Pause added.
changes from version 1.0 (08/01/11)
- Version presented at first for the Scenery Beta 2011.
- Multilingual version: Spanish, English and Italian.
- Configurable language changing files translate.txt and flag.png replacing Italian (use translate (English).txt as reference).
- Piece and blind textures changed.
- Used Bitmap fonts instead True Type to improve speed.
- Flash added when one or more lines are completed.
- Auto Key repeat for lateral movement.
- Little pause after drop a piece.
- Piece colour are the same than original Tetris.
Download http://wiibrew.org/wiki/Wiitriis
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August 9th, 2011, 12:48 Posted By: wraggster
via http://gbatemp.net/t304231-savegame-manager-gx-r111
dj_skual has updated SaveGame Manager GX, the save-game and Mii installer/extractor, to revision 111. See the change log below for what's new in this and recent versions, and visit the project's page for more information about this Wii application.
- Fixed a crash if browsing a folder with file with no extension
- Fixed Theme Downloader to download themes
- Removed AppBooter sources, you can find those on WiiXplorer repository
- changes from R110
- Added ListMode to NandMiiBrowser and NandSaveBrowser (Issue 127)
- Updated to newest ehcmodule by rodries (thx!)
- Added necessary source code to support both USB ports at once and copying files from one to another (WORKS ONLY WITH HERMES). It is disabled right now because of weird crash caused by the ehcimodule when copying from one usb port to another which can corrupt partitions. Will be enabled when the issue is resolved. Right now only usb port 0 is active.
- Added use of the internal Wii System Menu font (thx to giantpune and r-win)
- Changed default Font Scale to 0.95 to fit with the new font. If you disabled the system font, you should set scale factor to 1.000
- Properly sync video after flush to avoid possible green flash
- Using new app_booter (see below)
- Moved argument command line also to mem2 to avoid overwrite of it
- Reload back to entry ios when starting homebrew instead of starting it in cIOS
- Converted every 4 spaces to a tab to make the source consistent on those
AppBooter changes:
- Reduced size of app_booter from 100KB to 1KB by striping libogc and using parts of savezelda code by TT (thx!)
- Improved performance with the change above
- Added argument passing for elf files as well
- Clear bss located in mem1 when launching dols (thx oggzee)
Forwarder changes:
- Using new app_booter method
- Properly sync video after flush to avoid possible green flash
- changes from R109
- Improved FileBrowser speed up when open a folder containing lot of save files
- Added new DeviceBrowser Layout (Choose List or Icon display in taskbar)
- Added savetypes icons in the listbrowser
- Fixed code dump on reload font (Issue 124)
Branches:
- Updated libfat to 1.0.10
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August 9th, 2011, 12:45 Posted By: wraggster
via http://gbatemp.net/t304232-sheep-goes-left-ds-test
Jayenkai, the coder behind such DS classics as JNKPlat, NeoPlatDS, and Munky Blocks DS, as well as AGameAWeek.com, brings us Sheep Goes Left, a new NDS Homebrew port. The game currently consists of 40 levels, 3 lives per world, and lots of spikes! The developer is considering leaving this as a DS BETA unless the community asks for a finished product. Give it a try and then tell him how much you want a finished game via the on-going discussion link below.
Pros
Its kinda working, and considering this is only day 2 of development, its come out ok.. (Day 1 was 2 weeks ago, mind!!)
Cons
Its kinda not all working yet!
The slow objects are broken due to me tweaking the game to fit the DS. For the most part this is completely unnoticable, but due to the way I got everything timed nicely, it basically means Im going to have to rebuild/test Every Single Level.. GRrrrr.r..!!!!
The backgrounds arent in. The world 1 one is, but none of the others are. This means that once you hit Worlds 7 and 8, you inexplicably slide over grass for no reason. ! Its meant to be the Ice world, but it isnt!
The Flame sprites, Coaster sprites, and more arent in.. The coaster is now a crapload of spikes, and .. well, I just took out everything after world 8 to save me having to fix the flame! Lazy Jay!
The Music isnt in. .. Id have to turn the whole lot into Mods, and Im REALLY not looking forward to doing that!!
No saves. Theres only 8 worlds to play through, so keep your DS powered until youre done!!!! (If you make it beyond world 8, strange things will begin to occur!!! It may be playable, but isnt tested, so will probably kill you fairly quickly!)
No Scores. um.. *shrugs* Just couldnt be arsed
Features
Spikes
Lots of Spikes
LOADS of Spikes!!
3 lives per world (back to level one of the world if you lose all lives)
Sheep
40 levels!
Reasons
People can buy the iOS edition, so if they want it fully working and complete RIGHT NOW, there it be. Its in the AppStore, costs you $2, comes with 200 levels and even has a nice big proper soundtrack for the entire game.
Ive spent about 10 hours or so converting this over to DS, but if I want to move forward from this point, its going to take me AGES to get it all done!!!
This is the As quick as I can, lets see how it goes edition, and considering the amount of work Ive realised itll need, Ive decided to stop here for now.
If theres enough interest, (as in PEOPLE ACTUALLY REPLY AND SAY YES PLEASE, as opposed to leaving this an empty thread), then Ill settle into the long haul, and make a proper kick-ass game out of it all.
But if the game falls flat (like it inexplicably has on the iPhings) then.. well.. no harm done.. 10 hours hasnt killed me.
So, do what you can
Drum up support.
Let me know if you want more, and, hey, if youve got friends with iPhings, (who hasnt!?) tell them about it too, so I can get me sum munies!!!
Enjoy what there is, and reply! For gods sake, reply!!!!
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