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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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June 12th, 2011, 12:51 Posted By: wraggster
News via http://gbatemp.net/t297000-a5200-v1-3
Alekmaul has updated his ATARI 5200 EMU. This emulator was coded specifically with the iEVO and DSi-Mode in mind, and benefits from the faster CPU and increased RAM. This update finally fixes iEVO compatibility. Sudokuhax users need not worry, this project will work for you as well. The emulator requires an ATARI 5200 BIOS file (renamed to 5200.rom), please do not ask us where to find it.
QUOTE(Change Log)
V1.3 : 12/06/2011
•Fix pb with iEvo (hangs on menu)
V1.2 : 11/06/2011
•Fix pb with B button (now you can use bombs in HERO)
•Remove argc/argv management (for Another World test with his ievo)
•Fix flickering pb (remove alphalerp for now)
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June 12th, 2011, 12:40 Posted By: wraggster
The 3DS, despite being a higher-end piece of hardware than the DS -- and, yes, bearing a much higher-end price -- still bears the same resistive touchscreen technology as its seven-year-old forebear. Why would Nintendo opt for older touchscreen technology, eliminating the possibility of multitouch and forcing the use of a stylus?
3DS hardware producer Hideki Konno told Joystiq it's because of that seven-year-old DS screen. "Really, it's all about the backwards compatibility," he said during an E3 interview. "We have to play DS games on this and we want to make sure they work."
Konno said that Nintendo didn't think there was currently sufficient technology to both enable a more feature-rich touchscreen and accurately emulate the touch interface of the legacy DS. "Now that technology may come out sometime in the future, but when we were making our decision on what kind of touchscreen to implement," he said, "that was one of the deciding factors."
That, of course, doesn't explain at all why the Wii U uses the same vintage touchscreen technology. Unless the Wii U is secretly capable of emulating DS games! We're totally onto you, Nintendo.*
*We're probably not actually onto you.
http://www.joystiq.com/2011/06/11/3d...compatibility/
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June 11th, 2011, 23:25 Posted By: wraggster
The Gamecube and Wii emulator for Windows has been updated once more, heres whats new:
Changelog for 7593
Windows: Sets the cwd to the folder that dolphin.exe resides in.
Removes the ugliness that was the portable file, and now creating a shortcut or file association is less of a pain
it is still necessary to modify the file association from ".../dolphin.exe" "%1" to ".../dolphin.exe" /e "%1"
http://www.dolphin-emulator.com/download.html?log=7593
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June 11th, 2011, 23:18 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...efaa1a11682a1c
icedaddy offers version 1.0 of " Alphablocks "educational game (spell the letters), adaptation of Alphablocks for the Nintendo DS.
I have made a simple Alphablocks game for my son. (Actually it's a shameless rip-off of the Alphablock introductions from the CBeebies web site ).
In making this I had to write a simple media player for the DS, which I call viDSnips. It's not bad but the sound handling could do with a little tweaking. Maybe I will release viDSnips as a DSGM plugin later...
A couple of things to note:
1. If you run this game in an emulator it may run slow (and therefore a bit crap) depending upon your computers performance.
2. The game is rather large so I've RARed it up. Just unpack the alphablocks.nds file.
Have fun and get learning those letter sounds.
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June 11th, 2011, 23:12 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...efaa1a11682a1c
Cristian offers version 0.02 of his homebrew still under development, " IOCEROSOCCER , "a football game for the Nintendo DS arcade.
A little improvement on cpu player ai routine, but new bug appears on screen...sorry about that.
I'll fix the bug in the next days...I hope... Shocked
Now CPU players are looking for ball, but still can't shoot (control is switch to uman player for testing purpose).
Some bugfix
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June 11th, 2011, 23:06 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...efaa1a11682a1c
ThatOtherPerson , yes it still offers a first draft of " Shooter Cubicle "FPS in a fully destructible 3D environment for the Nintendo Wii.
I had intended to get more done before posting it but I’ve been very lazy lately so anyways here is the first demo of Cubicle Shooter for Wii.
Cubicle Shooter is a first person shooter with a focus on highly destructible environments.
It is very incomplete and is really just a tech demo right now. My plans for it are essentially the same as what I was planning for the original PS3 version but it is more of a remake then a port. Everything is being completely re written. There is also now a PC version.
Use the nunchuck analog stick to move, the wiimote cursor to turn, the A button to jump and the B button to shoot.
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June 11th, 2011, 22:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...efaa1a11682a1c
Version 1.3.0 also available for ScummVM on the GameCube ( S cript C reation U tility for M aniac M Ansion V irual M achine) adventure games interpreter point'n clicks.
changelog:
1.3.0 (2011-05-28)
New Games:
- Added support for Backyard Baseball.
- Added support for Backyard Baseball 2001.
- Added support for Urban Runner.
- Added support for Playtoons: Bambou le Sauveur de la Jungle.
- Added support for Toonstruck.
- Added support for Living Books v1 and v2 games.
- Added support for Hugo's House of Horrors, Hugo 2: Whodunit?
and Hugo 3: Jungle of Doom.
- Added support for Amiga SCI games (except Conquests of the Longbow).
- Added support for Macintosh SCI1 games.
New Ports:
- Added WebOS port.
General
- Added support for loadable modules on platforms without a dynamic
loader (GSoC Task).
- Added Danish translation.
- Added Norwegian Bokmaal translation.
- Added Norwegian Nynorsk translation.
- Added Swedish translation.
- Added Debug Console to Cine, Draci, Gob, MADE, Sword1, Touche and
Tucker Engines.
- Closed significant memory leaks. RTL should now be more usable.
AGOS:
- Closed memory leaks in Simon 2 and Feeble Files.
Movies:
- Corrected memory leaks and invalid memory accesses.
Future Wars should be more stable.
- Made Operation Stealth completable, though significant graphical
glitches remain so not official supported.
Drascula:
- Added German and French subtitles in the Von Braun cutscene (#3069981:
no subtitles in scene with "von Braun").
- Improved French translation of the game.
- Added support for "Return To Launcher".
Gob:
- Fixed "Goblin Stuck On Reload" bugs affecting Gobliiins.
Kyra:
- Closed memory leaks.
Parallaction:
- Corrected issue which could cause crash at engine exit.
- Closed memory leaks in Nippon Safes Amiga.
SCI:
- Added a CMS music driver for SCI1 - SCI1.1 games.
- Added an option to toggle undithering from the ScummVM GUI.
- Added several previously missing parts of the game state in saved games,
such as game played time, script created windows, the script string heap
and information related to the text parser in old EGA games.
- Added support for SCI1.1 magnifier cursors.
- Added support for the keypad +/- keys.
- Added support for the alternative General MIDI tracks in the Windows CD
versions of Eco Quest, Jones in the Fast Lane, King's Quest 5 and Space
Quest 4.
- Added support for the alternative Windows cursors in the Windows version
of King's Quest 6.
- Added support for simultaneous speech and subtitles in the CD versions of
Space Quest 4 and Freddy Pharkas.
- Corrected resource loading leaks.
- Corrected several problems and issues in the Skate-O-Rama rooms in Space
Quest 4.
- Corrected several issues in Hoyle Classic Card Games.
- Fixed several graphical glitches (like, for example, parts of the screen
that weren't erased correctly under some rare circumstances).
- Fixed several script bugs.
- Fixed several pathfinding related issues and lockups (like, for example,
a lockup in the shower scene of Laura bow 1 and pathfinding in some
screens during the chase sequence in Laura Bow 2).
- Fixed several music related glitches and possible lockups (like, for
example, a rare music lockup that occurred when loading a saved game
outside the palace in Quest for Glory 3).
- Fixed possible problems and lockups in the character import screens of
Quest for Glory 2 and 3.
- Fixed a bug that caused a lockup in the SCI1 CD version of Mixed Up Mother
Goose, after Tommy Tucker's song.
- Fixed a script bug in the CD version of King's Quest 5, which caused a
lockup under certain circumstances when going outside the witch's house
in the dark forest.
- Function keys now work correctly when the num lock key is on.
- Improved support for fanmade game scripts.
- Improved support for non-English versions of games.
- Made several enhancements and fixes related to MT-32 music (e.g. reverb).
- Music is no longer out of tune when loading saved games.
SCUMM:
- Improved support for FM-TOWNS versions of games.
Sky:
- Fixed crashes on sequences for several ports (Android, OpenGL, ...).
Teen Agent:
- Closed memory leaks.
Tinsel:
- Closed memory leaks in Coroutines.
- Added enhanced music support for the German CD "Neon Edition" re-release
of Discworld 1.
Key:
- Corrected memory leaks and minor issues.
Tucker:
- Added workarounds for several issues present in the original game.
SDL ports:
- Closed memory leaks in Mouse Surfaces.
Android port:
- Switched to the official NDK toolchain for building.
- Fixed GFX output for various devices.
- Fixed various crashes.
- Switched to the native screen resolution to improve text readability.
- Added support for pause/resume.
- Added support for games using 16bit graphics.
- Increased the performance significantly.
- Added support for the "Fullscreen mode" option. Unchecking this keeps the
game's aspect ratio.
- Added a new graphics mode for linear filtering.
- Overhauled the input system (see README.Android).
- Added a MIDI driver based on SONiVOX's Embedded Audio Synthesis (EAS).
Nintendo DS port:
- Added support for loadable modules.
PSP port:
- Added support for loadable modules.
- Added image viewer.
PS2 port:
- Added support for loadable modules.
Wii/GameCube port:
- Added support for loadable modules.
- Fixed 16bit mouse cursors on HE games
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June 11th, 2011, 00:39 Posted By: wraggster
News via http://www.emucr.com/2011/06/1964-svn-r95.html
1964 SVN r95 is released. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r95
Changes
[-] Removed all combiners from OGL besides the Fragment Shader
[~] Cleaned up the combiners a bit
[~] Cleaned up the device builder a bit
[~] Removed code no longer needed
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June 11th, 2011, 00:35 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2205.html
Fceux SVN r2205 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2205
sdl - added "vsync toggle" to TODO list
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June 11th, 2011, 00:31 Posted By: wraggster
News via http://www.emucr.com/2011/06/halfnes-v0035.html
HalfNES v0.035 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
-Now cropping off the top and bottom 8 pixels of the video output, since these are
not visible on most TVs and a lot of games render garbage on those lines.
-Added volume slider to options dialog (and rewrote the sound output code as well.)
-Fixed a lot of sound bugs. Crystalis, Zombie Nation, A Boy And His Blob etc. all sound right now.
-Fixed Twin Cobra
HalfNES v0.035 Changelog:
-Fixed full screen code for people who still had flicker at bottom
-Fixed Bill and Ted's Excellent Adventure
-Rewrote some code to enable putting ROM @ $6000-7fff
-Implemented Mapper 69 (Sunsoft FME-7) and the extra sound hardware for the Japanese version of Gimmick.
(If you haven't ever played Gimmick, find the ROM and give it a go sometime. Great game.)
-Also added mappers 78(Holy Diver) and 87 (Twinbee).
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June 11th, 2011, 00:27 Posted By: wraggster
News via http://www.emucr.com/2011/06/project64k-v027.html
Project64k v0.27 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.27 Changelog:
-The layout is designed back to the original.
-Multi Language support (I fixed the menu to lang glitch)
-Emulator's memory is now 496kb compared to older versions being 700kb to 1mb
-New Short cuts
-MyGlide WIP added
-Owna's new updated kailleraclient.
-New Icon
-High res logo
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June 11th, 2011, 00:07 Posted By: wraggster
After showing E3 attendees a new level in Sonic Generations, game producer Takashi Iizuka highlighted some of the extra content that can only be found in the 3DS version. "One important thing to say about the Nintendo 3DS version is that besides Green Hill Zone, which is the starting zone on all versions, all the stages on the Nintendo 3DS version will be different from the stages that are seen in the PS3 and 360," Iizuka said.
Generations will revisit and remix levels from Sonic's entire history, including his Genesis and Dreamcast outings, but only the 3DS game may borrow stages from older handheld games. "For the PS3 and 360, none of the stages we're selecting are going to be from the handheld," Iizuka explained during a brief Q&A session. "However, on 3DS we're looking at picking stages from handheld as well."
The portable version of Generations will also offer a special stage, a two-player versus mode and a battery life that should effortlessly summon nostalgia for Sonic's Game Gear days.
http://www.joystiq.com/2011/06/10/al...xclusive-save/
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June 11th, 2011, 00:04 Posted By: wraggster
The highlight moment of my time with Mario Kart 3DS didn't involve blue sparks, bananas or any sort of weaponized carapace; though, naturally, all of those elements make a reappearance in the colorful racer. The key moment was the first time I hit a rather innocuous-looking ramp and, once airborne, produced a hang glider from my vehicle's undercarriage.
It wasn't a particularly surprising moment -- your car's new utilities were revealed in the trailer showed during Nintendo's E3 press conference -- but it was certainly an interesting one. The new aerial and underwater portions of each track aren't just fresh new obstacles for you to dodge using the series' tried-and-true system of drifting, boosting and item-firing. They represent challenges for you to navigate using entirely new methods of control.
http://www.joystiq.com/2011/06/10/ma...by-sea-by-air/
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June 10th, 2011, 23:45 Posted By: wraggster
Nintendo has revealed that the Wii U console won't be "drastically different" - that's why the E3 announcement focused on the tablet controller.
But Nintendo top-dog Satoru Iwata admitted he "should have made more effort to explain how [Wii U] works".
"We haven't made any kind of blunder," Iwata told the Evening Standard, referencing a fallen Nintendo stock price and defending against allegations of a confusion-causing presentation.
"But I should have shown a single picture of the new console, then started talking about the controller."
"The console is not drastically different," he added, "and Wii U is about the controller. The console itself will be almost invisible."
Exactly what will be inside the console hasn't been specified. We know it's theoretically capable of matching PS3 and 360 output thanks to a show reel aired at the Nintendo E3 conference (albeit of actual PS3 and 360 code rather than Wii U). How far beyond the ageing PS3 and 360 tech Wii U can go, however, remains to be seen.
Iwata went on to echo what he said to Reuters, and told the Evening Standard that people can't properly appreciate Wii U until they play it.
"They cannot see how this can be a game changer," he said of people reading about but not experiencing Wii U.
"What Wii U will offer is very different," Iwata added. "But I believe we have the strong potential to change the entire format of video games and of entertainment."
Eurogamer has played Wii U, and we tallied with Iwata's argument by declaring that "as soon as you pick that controller up, you understand the genius of Nintendo's idea."
But how will Nintendo demo Wii U to every potential customer? That's what analysts are worried about. Wii, a runaway success, had one universally clear message: motion sensing.
Wii U details are gradually seeping out, however - and Eurogamer cobbled together a list of seven things you don't already know about Nintendo's new console (unless you've read the article already you cheat).
http://www.eurogamer.net/articles/20...ally-different
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June 10th, 2011, 23:12 Posted By: wraggster
THQ's kids, family and casual division boss Martin Good has claimed that he is not perturbed by the Nintendo Wii U's similarities to THQ's own uDraw controller.
"None of this is a surprise," he told CVG in regard to the Wii U's tablet controller and drawing capabilities. " As you know, we thought of it 18 months ago and released it last season."
THQ claims to have shipped 1.7 million units of its drawing-centric, tablet-like peripheral for Wii, and now plans to release Xbox 360 and PlayStation 3 versions.
He felt the similarities between uDraw and Wii U could even be to THQ's benefit. "We think we're really on the front for it and well poised to exploit this because we've already been playing with the drawing mechanic and we've got a lot of game designs in the pipe. It's only going to get better with that experience."
Good also claimed that "THQ never really went about being a peripheral manufacturer - that wasn't our intent", but had done so due to perceived market opportunities for drawing-based console games. "The fact is we had to create our own peripherals including for 360 and PS3 to be able to play with that audience."
http://www.gamesindustry.biz/article...-18-months-ago
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