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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 2nd, 2011, 12:30 Posted By: wraggster
Namco has said that Pac-Man & Galaga Dimensions save data can be deleted by holding ABXYLR on the 3DS.
Earlier this week, the game's QA lead had suggested game save data was permanent and couldn't be erased. "There is no way to erase the save from within the game itself without misusing the hardware, causing corruption," ShackNews was told.
Namco has now apologised for any confusion caused by the "miscommunication", Edge reports.
Capcom recently caused quite a stir with its decision to utilise a permanent save file system in Resident Evil: The Mercenaries 3D - so much so that it's unlikely to repeat the strategy with other games.
http://www.computerandvideogames.com...3ds-save-data/
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August 2nd, 2011, 00:40 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13666&f=19
Nobody offers version 1.2 and 1.3 of " Craft Mario "game where you build your level to make them walk, a project that was originally intended to be a level editor.
1.3: The last update Could have been good but Had a couple of errors. SEVERAL bug fixes. No jumpy camera movement there, it now moves Smoothly When You Reach has some height. Offset blocks on Both Have Been axis fixed now for perfect placement. After Dying and then falling to the ground and getting stuck has-been fixed. Moving objects past 256x192 aussi HAS-been fixed. Room Has No height limit now for No Reason. All help still made Enhance Other Areas as well. Keep the feedback coming and i can fix These Things again and add more stuff! 1.2: update posted everyone. I know I Said It Would take a lot longer, but i Shortened the update and then Tried Tackling The Whole thing in one sitting. Since this update WAS Shortened, Will include more updates next enemy color and characteristic variation, newer enemies, new backgrounds, big Mario and Luigi, power ups, warping pipes, and more! Check it out now! WAS Original post edited with the new version
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August 2nd, 2011, 00:37 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13675&f=19
Thanks to its community, the Lua interpreter for the Nintendo DS " Micro Lua DS "now in version 4.1.
=======================[[ MICROLUA 4.1 ]]===================== ==
................................................ .................
| | | |
| | By the MicroLua forum, from the original project by Risika | |
| | CHANGELOG file by Reylak | |
| | New features II-.... Improvements III-... Bugs New features | ----------------+ screen.drawTexturedQuad * Add () and screen.drawTexturedTriangle () * __ to draw textured Improvements | -----------------+ * Change the logo of the binaries. It Is now really cute * Change the transparency system. There are now the functions screen.getLayer * __ () to get the current layer and screen.getAlphaLevel * __ () to get the current blending ratio * __. For screen.setAlpha (), the layer argument Is Now Always __ * optionnal. * Improve the System.listDirectory () function. It now spells files and directories * __ alphabetically, and Give the size of the __ * Bug fixes | ---------------+ * Add Some functions to ease handling canvas objects * __ (Canvas.setObjOnTop () and Canvas.removeObj ()). * Fix BSoD When getting a pressing Start at startup. * Fix Some Image transformations not permanent Being with Canvas. * Transparency Levels are now Between 0 and 99 (as resets the 100 * __ transparency system). Canvas.getAttr * Fix () now only Which Requires Two arguments. * Fix Canvas.removeObj () now delete the right to object.
http://www.nintendomax.com/viewtopic.php?t=13675&f=19
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August 2nd, 2011, 00:32 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...1a4aa2c1581ee7
tueidj offers version 1.01 of " Corsix-TH ", a port to Wii most excellent management game for PC in a hospital of the same name.
v1.01
- Many fixed-TH Corsix from SVN. Including (but not limited to) no more stuck or patients Handymen, variable speed Doctor, Doctor promotions Sometimes patients vomit / litter / Wet Themselves ...
- Rewrote the input handling to make proper use of all available SDL joystick (Including gamecube controllers )
- Reworked the video renderer slightly.
- Rewrote the audio renderer to use libaesnd; channels are No Longer reversed.
- Newest libogc (no more random crashes When using a real mouse).
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August 2nd, 2011, 00:27 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...1a4aa2c1581ee7
Awesomisoft offers version 0.5 of its PC utility " DS App Studio ", IDE supporting the development of homebrew for the Nintendo DS.
After fixing the bugs, I Have finally released the new beta of DS App Studio. You Can download it on the website at http://www.awsomisoft.com/ . Here are Things I Have added to this beta: Adding fonts A log of the compilation process When compiling, You Can Easily now see the warnings, or errors, That Were Made DURING the compiltion. Here are a Few Things I removed the software from: A Few buttons That Were one needed (Such as a duplicate of the Compilation button in the Project menu. And here are the Things I fixed in this beta: The makefile error during compilation with the exceptions Temp.NDS not existing. The NO $ GBA Being Able to emulator not find the compiled NDS When The compilation process succesful WAS. There Were A Few Things That Happened That minor I did not put in the list, intended THEY Were not really important. I Will Be Making a video tutorial soon of how to use some functions and features. Please post bugs and suggestions here. Thank you! Also, for 3D models, There Are A Few People Can 3D modeling Programs use to make 3D models for Their games and applications. Here They Are: Blender - A Highly advanced, purpose Somewhat diffecult to learn 3D modeling - http://www.blender.org/ - Free Anim8or - A very simple and easy-to-learn 3D modeling, But Is not very Powerful - http://www . anim8or.com / - Free AutoDesk 3ds Max - A very sophisticated, and I think easy to use software for 3D modeling - http://usa.autodesk.com/3ds-max/ - Free Trial Continuing on, all the 3D modelers Will Have To Be Able to export (or save) the models have the kinds of extensions below: . x .3 ds . obj The file size of the models are LIMITED to How Much Can Be THEY. I do not Have Accurate estimate year, Which I am still testing, order the biggest size Can Be THEY IS 10.4-12.04 KB. If people want to test this, They can. If the file size to big IS, Will Occur an error in the emulator. This Means the model (s ) used to Were large. If people test and get exact year (or close) size, PM me. For now, I Will Be making 3D models (using Blender) for people to use. Once I Have Made Enough of Them, I Will Be making a webpage on the website users Showing resources THEY Can Use To Make Their DS games and applications in App Studio. There Will Be Some That Are Public Domain resources, order the rest Will Be Under licensing. I May Events Some models sell (resources ) to get money to support the huge project. Thank you!
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August 1st, 2011, 23:01 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
This is mainly just a quick fix version, to fix some issues in the 0.20 version with a few more FPU opcodes implemented. The new FPU opcodes are fsincos, fptan, fprem, fyl2x, f2xm1 and fscale. The first three I have not tested properly yet, so those might have some bugs. The last three I have tested so they at least should work properly.
At least two new games seem to be runnable (or at least startable) in this version, Abuse and Comanche. Abuse needed just a few more FPU opcodes implemented to start running. Comanche however had some more problems:
It went into a weird 640x240 graphics mode. This turned out to actually be a 320x240 tweaked Mode-X, but the game went into this mode by first going into the VGA 640x480 16-color mode, and then just setting the bit in the mode register that selects between 256-color and 16-color modes. My graphics mode detection code did not check for this bit after the original mode change had occurred, so it stayed in 16-color mode and thus the graphics were completely corrrupt. I added a check for this bit into the 640x480 16-color mode handling, so now Comanche uses the correct graphics mode.
Comanche also took a very long time to start (while it started immediately in DOSBox) and ran very slowly. This was caused by a broken PC timer #2 handling in DS2x86. The normal interrupt timer #1 worked correctly, but the secondary timer (which is rarely used for other things besides the PC beeper sounds, which are not yet supported in DS2x86) only worked with the default 18.2Hz speed, all other speed options caused weird behaviour. I fixed that (for at least the most common timer modes), and now Comanche starts up properly. This might have caused weird slowdowns in some other games as well.
There were also some very rare opcodes missing and some VGA palette issues with Comanche, which I also fixed. The problem with the palette was caused by the game being in 16-color mode while it sets up the 256-color mode palette. Hopefully my change to this behaviour did not break any real 16-color games.
I also found that the old Wing Commander Armada CD-version game I have on my bookshelf is actually the DOS version, so I installed that using DOSBox and copied it to my SD card and tested running it in DS2x86. I got an error message "EMS driver is not VCPI compliant", so I will probably next add the VCPI features to the emulated EMS driver, if that turns out not to be a big issue. Even though the game recommends using a 486/33 machine, it has the option to only play the turn-based strategy parts of the game, which should work fine even on a slower machine.
The bigger issue I need to work on pretty soon is the virtual memory support. I need to figure out a way to implement this in such a way that it does not slow down all existing memory access. This is the most difficult part of implementing the virtual memory, and this is why I haven't implemented it yet. I do have some ideas, so I'll start experimenting with this issue in the near future.
My summer vacation ends today, so I will get back to the normal two-week release cycle, as I don't have all that much time to work on DS2x86 (or DSx86) during workdays. Thanks again for your continued interest in this project, and for the debug logs and other bug reports you have been sending!
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August 1st, 2011, 22:48 Posted By: wraggster
via http://gbatemp.net/t303136-mind-maze-v20110727-beta
Mind Maze, the collection of puzzle games for the DS made by nightFox, has been updated to beta version 20110727. See the release notes for what's new in this edition of this work-in-progress homebrew project.
QUOTE(Release Notes 07/27/11)
Finally i have ready a playable beta version of 4th mini-game.
4th Mini game - Cubes•The goal is simple, build any of the 4 images available, turning the cubes.
To do this, we will touch the desired cube and you have to turn right or left
with the stylus. You can rotate the cube faces as many as you like, but remember,
when we put back the cube, all surrounding cubes will turn a face in the opposite
direction. To insert the cube, simply will touch the screen briefly.
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August 1st, 2011, 22:44 Posted By: wraggster
via http://gbatemp.net/t303140-build-your-adventure-v0-2
King Dodongo has updated Build Your Adventure to version 0.2. This DS homebrew game is a 3D jump'n'run that features a level editor for building your own custom courses. See the change log for what's new, and join in on the on-going discussion linked below to find out more about this project.
QUOTE(Change Log 07/28/11)
•Start screen
•Skybox
•Settings: (with save-function)
◦Background color
◦Grip-Space
◦Skybox on/off
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August 1st, 2011, 22:17 Posted By: wraggster
The Lavalit guys have released a new version 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 SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game 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
* Playstation 2
* Xbox
* GP32
* Palmtop
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August 1st, 2011, 19:00 Posted By: wraggster
Classic Pac-Man headlines this Thursday's set of fresh eShop offerings.
The version on offer, released under the system's Virtual Console banner, is the monochrome Game Boy edition, originally launched in Europe in 1991.
Do you really need Pac-Man on your 3DS? This week? If so, the €4 (about £3.70) asking price might tempt you to take a nibble.
Wait a few more weeks though and you can get meaty full release Pac-Man & Galaga Dimensions. It's coming as a retail release for 3DS at the end of the month and features spruced-up versions of Pac-Man and Pac-Man Championship Edition (the DX version of which scored a rare 10/10 last year).
Also this week - arcade action in feline puzzler Go! Go! Kokopolo and dark survival fighting in The Lost Town: The Dust.
And finally, the Wii gets a look in with budget Nordcurrent racer Monochrome Racing.
Pac-Man (GB Virtual Console) - €4
Go! Go! Kokopolo (DSiWare) - €8, 800 Points
The Lost Town: The Dust (DSiWare) - €5, 500 DSi Points
My Australian Farm (DSiWare) - €2, 200 DSi Points
Monochrome Racing (WiiWare) - 500 Wii Points
http://www.eurogamer.net/articles/20...pdate-04-08-11
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August 1st, 2011, 18:47 Posted By: wraggster
Nintendo needs to milk more out of its revenue-generating units -- er, that's us -- in order to reassure anxious investors. Hence Satoru Iwata's mention at a financial Q&A of plans to allow in-game premium DLC on 3DS titles by the end of this year. He said he was wary that the Nintendo brand could be damaged by low-quality DLC, but was nevertheless keen to offer 3DS customers a way to purchase extra levels or features that extend the life of a game. It's about time Nintendo spruced up its online offerings, but we'd rather spend our arcade money on this.
http://www.engadget.com/2011/08/01/n...ter-this-year/
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August 1st, 2011, 11:53 Posted By: wraggster
Nintendo boss Satoru Iwata has said that the company made the decision to cut the price of the Nintendo 3DS after reflecting on lessons it learned from the GameCube.
Judging from last week's surprising 3DS price announcement, we're guessing the lesson is: if people aren't buying it, do something quickly.
According to Iwata, the decision to cut price was agreed upon by the company's entire management. He went on to say that, given the runaway success of the Wii and DS, the company's financial position facilitated the price drop, Andriasang reports.
Nintendo's shares nosedived following the publication of the firm's first quarter financial results last week, dropping 12.2 percent Friday having earlier hit a six-year low.
Iwata later revealed he will be taking a 50 percent pay cut after saying he felt "heavily responsible" for disappointing early 3DS sales.
http://www.computerandvideogames.com...ice-cut-iwata/
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