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May 22nd, 2011, 23:47 Posted By: wraggster
Capcom has dashed fan hope that Resident Evil 2 star Leon Kennedy will be added to the roster of playable characters in upcoming Nintendo 3DS game Resident Evil The Mercenaries 3D as post-launch downloadable content.
Resident Evil producer Masachika Kawata told Eurogamer that Capcom has no plan to make DLC available for the fast-paced action game.
"At the moment no, we haven't got any plan," Kawata said. "If the users want that we will endeavour to make it happen. We're always monitoring the comments and feedback from users."
Mercenaries 3D, based on the bonus mode from Resident Evil 4 and Resident Evil 5, features eight playable characters: Chris Redfield, Albert Wesker, Hunk, Claire Redfield, Jack Krauser, Jill Valentine, Barry Burton and Rebecca Chambers.
Leon fans are up in arms. Why didn't he make the cut?
"He's all tied up for Resident Evil: Operation Raccoon City," Kawata said. "He couldn't make his appearance in Mercenaries."
Barry's inclusion in the game was announced earlier this week, a move that surprised many Resident Evil fans. Barry's hilarious dialogue and voice over from the first Resident Evil game is the subject of countless memes.
So why include him in Mercenaries 3D?
"Most of the Resident Evil characters are cool heroes," Kawata explained. "Barry's a little bit different. It was quite a few years ago we found out that Barry was popular in the western market. It was a bit of a surprise for us Japanese guys.
"But since then we've always thought about him. He's a guy who thinks about his family all the time, which shows his humility. We thought he would be a unique character to play.
"He's a large guy, so he can do melee by using his body. He's also a maniac for guns. That's his strong point. From the start of the game he is allocated powerful weapons."
Unfortunately he won't have any joke lines of dialogue in the game. Capcom has always considered him a serious character – indeed he was always intended as such.
"He's not included as a comedian character," Kawata said.
"It's difficult because we don't play the game in English. The English lines may be taken in a different context when it's translated from the Japanese.
"I remember him as having love for his family. In order to protect his family he has to betray his colleagues. That was an impressionable scene."
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May 22nd, 2011, 00:54 Posted By: wraggster
Specialist retailer GameStop has said that it expects sales of Nintendo's 3DS to be below expectations during the second quarter after a strong launch in the US.
Yesterday the company called out the system as one of the key drivers for record sales and profits in its first quarter, having secured huge numbers of the handheld for launch.
During a call to investors, president Tony Bartell noted the 3DS represented "one of our highest market shares we've ever had on a Nintendo launch, 45 per cent. We were excited about our market share."
He added: "I think there has been reports that the numbers are lagging from what the expectations were for the US and I think our results would be in line with that in Q2.
"We do expect that we will fall slightly short of what we expected. So we were excited to launch, but in Q2, we do believe that it will slightly lag our expectations."
Sales of the 3DS did not meet Nintendo's initial launch expectations, with the system moving under 400,000 in its North American debut - below the 460,000 units of its predecessor the DS.
Analysts have also claimed sales of the 3DS have slowed considerably, following a period of few new software releases.
http://www.gamesindustry.biz/article...second-quarter
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May 21st, 2011, 23:47 Posted By: wraggster
Several retailers have dropped in-store Wii prices to less than £100 for the first time, following Nintendo lowering the guidance price for the console to £130.
Gamestation, Game and Asda are all selling the hardware for £99 from today, bundled with either Mario Kart or Wii Sports Resort.
Earlier this month, Nintendo dropped the trade price for the hardware to £130 - but EU laws prevent the company from setting a firm RRP. Several retailers have now undercut that price, with online and in-store offerings from £99 upwards.
Tesco are selling the bundle for £109, HMV for £114.99 and ShopTo and Play.com for £119.99.
Previously, £100 has represented something of a psychological barrier to console pricing, often triggering a sales surge once broken.
Also available from today is a range of classic Wii titles offered at the budget price of £19.99 - a range including Wii Sports, WarioWare: Smooth Moves, Mario Strikers: Charged Football and Animal Crossing: Let's Go to the City.
http://www.gamesindustry.biz/article...-at-retail-now
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May 4th, 2011, 11:44 Posted By: wraggster
Nintendo is planning to introduce a range of budget Wii software, repackaging various first party titles at a discounted price, according to insider sources.
A retailer price list procured by Kotaku states that the Wii Select line will hit US stores later this month.
Mario Super Sluggers, The Legend of Zelda: Twilight Princess and Super Smash Bros. Brawl will be the first titles to fall under the banner, selling for a rock-bottom $19.99 each - that's about £12.
The launch will apparently coincide with a Wii price drop. The same leaked document lists a new Mario Kart bundle priced at $149 (around £90), down from $199. Former pack-in staple Wii Sports will henceforth be available as part of the Wii Select range.
We've asked Nintendo UK if there's any plan to introduce the range, if indeed it does exist, or implement a hardware price cut on European shores. We'll update if it responds.
With the Wii's successor set to be revealed at E3 next month, it would certainly be a timely leg-up for Nintendo's aging system.
http://www.eurogamer.net/articles/20...-range-planned
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May 4th, 2011, 11:33 Posted By: wraggster
"Wii 2 rumors are flying in advance of Nintendo's official reveal at E3 in June, but what would game developers like to see in a Wii successor? 'Without a doubt, my first request would be for an improved digital marketplace more along the lines of XBLA and PSN,' said one developer. 'We'd love more processing power, which is essential, and a better GPU as well,' said another."A related article asks whether a high-powered new console really fits with Nintendo's strategy: "Nintendo is undoubtedly building its new system around a chipset it can buy for cheap and develop for with ease, and it'll be the system's peripheral capabilities (literally peripheral, if rumors of its fancy controller pan out) that catch people's attention — that the company will bank on using as the hook for consumers."
http://games.slashdot.org/story/11/0...Wiis-Successor
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May 4th, 2011, 11:30 Posted By: wraggster
New rumours regarding Nintendo's successor to the Wii, codenamed Project Café, suggest it has 8GB of Flash memory storage rather than a hard drive.
Unnamed sources speaking to Kotaku suggest that the new console will also be able to save to SD cards, similar to the Wii, DSi and 3DS.
The same report claims that Nintendo will be using a propriety disc format able to hold 25GB of data. Previously the console was rumoured to feature a standard Blu-ray drive, but as with all the technical details of the machine Nintendo has yet to make any official announcement.
Most rumours do agree that that the new console will be at least as powerful as the Xbox 360 and PlayStation 3, although the Kotaku report suggests that Nintendo has not decided whether to cap the console's resolution at 1080i or 1080p.
The only details Nintendo has confirmed is that the company will release a new home console in 2012 and that a "playable model" will be shown at E3 in June.
Speculation suggests that the console includes a 6 inch touchscreen controller, although the specifics of the concept vary considerably between sources.
http://www.gamesindustry.biz/article...or-project-caf
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May 4th, 2011, 11:29 Posted By: wraggster
A new hardware and software bundle will signify a long-expected price drop for Nintendo's Wii, with the Mario Kart Wii Pack going on sale for £129.99 from May 20.
Due to EU regulations Nintendo is not allowed to state a retail price itself but in the U.S. the same bundle will priced at $149.99, down from $199.99.
The Mario Kart Wii Pack does not include either Wii Sports or Wii Sports Resort, but instead a copy of Mario Kart Wii and a Wii Wheel - as well as the console itself and a single remote and nunchuck.
At the same time Nintendo will be reducing the trade price of its existing Wii Sports Resort Pack, which includes a black Wii console, Wii RemotePlus, nunchuck and a copy of Wii Sports and Wii Sports Resort on one disc. This is also expected to sell for £129.99/$149.99.
The company has also announced the Nintendo Selects range of re-released budget titles, that will initially include Wii Sports, WarioWare: Smooth Moves, Mario Strikers Charged Football, and Animal Crossing: Let's Go To The City.
The new range will launch on May 20, with sister site Eurogamer quoting a price of £19.99 for each title.
The label will go on sale in North America on May 15 but with a different line-up: The Legend of Zelda: Twilight Princess, Animal Crossing: Let's Go To The City, Mario Super Sluggers and Wii Sports.
http://www.gamesindustry.biz/article...wii-price-drop
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May 3rd, 2011, 12:15 Posted By: wraggster
Nintendo has revealed that the Wii Vitality Sensor peripheral, first announced in 2009, is still in the works but a number of problems are delaying its launch.
CEO Satoru Iwata told investors during a Q&A (translated on Nintendo's website) last week that the gadget was still being worked on but required additional fine-tuning before it would be fit for launch.
"I imagine that you are worried about that because it hasn't been put on the market even though a long time has passed since it was initially announced," he said.
"This is a totally new type of entertainment, and there are large individual differences in the biological information of humans.
"For example, if it was acceptable that only 80 per cent of the users thought the result was natural, then we could propose this to consumers right now. However, we are aiming for a level of quality in which 99 per cent of consumers feel comfortable, and that is why this project is taking time to complete."
He went on to promise that Nintendo was still trying to get it right, but wouldn't commit to a launch window.
"I feel that this project has a lot of interesting potential, and we would like to continue this project without giving up," he continued, "but it is difficult to overcome this hurdle, so please understand that now I cannot clearly say when we will be ready to put this on the market.
First shown off during Nintendo's E3 event in 2009, the device will apparently clip on to your finger and somehow monitor stress and nervousness.
More information was promised at E3 2010 but that came and went without a mention.
http://www.eurogamer.net/articles/20...y-sensor-delay
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May 3rd, 2011, 12:14 Posted By: wraggster
Nintendo has suggested it has no intention of abandoning traditional D-pad and button controls in favour of touch screen-only inputs for future consoles.
When asked for his thoughts on the current tablet boom during an investor Q&A last week (translated on Nintendo's official site), CEO Satoru Iwata explained that although the devices were of interest, buttons are crucial in creating "highly reactive" titles.
"When we look at [a tablet] from the viewpoint of 'developing software which uses a touch screen', I think it is an interesting device if it creates an experience that is in line with the trend created by Nintendo DS," he explained.
"On the other hand, we have never abandoned the + Control Pad and buttons for our game systems because we think these functions are advantageous when creating highly reactive games.
"In this meaning, I do not think Nintendo hardware will take on any of the current tablet forms as they are without buttons, to make our game devices.
"However, this is only when we consider tablets as game devices and, for other purposes, I think tablets are very interesting, and they are a form of hardware that will continue to grow."
Nintendo is expected to unveil its new home console, thought to be codenamed Project Café, at E3 next month. According to unconfirmed reports, its controller will incorporate a six inch widescreen display.
http://www.eurogamer.net/articles/20...bandon-buttons
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May 3rd, 2011, 12:05 Posted By: wraggster
Harmonix stands by its rhythm action franchise, suggest series could return in new form
Guitar Hero may be on hiatus, but its rival Rock Band is healthier than ever.
That’s according to Harmonix’s VP of product development Greg LoPiccolo, who told Industry Gamers that the studio is still “very much committed” to the franchsie and that we can expect to see more from Rock Band in the future.
“We think there’s a lot of life left in the Rock Band franchise and there’s a lot of creative directions to take that,” said LoPiccolo. “We certainly remain committed to that. But then beyond that, we would love to make games that are new musical experiences to throw them out there and have people accept them and get inspired by them.”
The Harmonix exec was also keen to point out that while guitar gaming has declined, the public hasn’t lost interest in the general music games genre. As a result, any future Rock Band titles may be different.
“We’re not quite sure what form that takes right now, but even in Rock Band 3 we were exploring some new ideas, some new directions and we’re very pleased with how the Pro stuff came out,” said Piccolo.
“We’re interested in how that could evolve. And all along we’ve been working on other kinds of evolutionary directions to take Rock Band and Rock Band gameplay that we find exciting.
“We want to keep creating things that we think are cool and compelling and push the envelope in new directions, and then the market will pronounce its judgment on our efforts. But that’s, to some degree, out of our hands. It’s our job to make good stuff.
http://www.mcvuk.com/news/44142/Rock...t-of-life-left
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May 2nd, 2011, 21:59 Posted By: wraggster
News via AEP
A new WIP version of the graphics plugin Glide64 for Nintendo 64 emulators has been released.
Quote:
Fixes:
Glide64:
Fixed many glitches in Pokemon Stadium 2. Many thanks to andres gonzalez and pokefan 999 for bugreports and testing.
:: Homepage
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May 1st, 2011, 23:30 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
Happy May 1st! Since releasing the 0.07 version of DS2x86 I have received several new debug log files. For the past week I have been adding the missing opcodes from the logs, and I have now added nearly all of them. The remaining issues in the logs are either due to missing virtual memory support (which is not coming very soon), or the game executing data instead of code. So, instead of adding new opcodes I can now move my focus to making the emulation itself more robust.
On Saturday I improved the exception (BSOD) handling again. I noticed that several games, for example Carmageddon and Destruction Derby crashed within my ASM code, so that the call stack was not sufficient to determine which opcode caused the error. I added some checks to the exception handler to determine if the crash happened inside my ASM code, and if so, made the exception handler return gracefully to the debugger breakpoint exit. Thus, I know the opcode that caused the exception was the opcode immediately before the opcode where the debugger points to. This has the added bonus that the exception info gets written to the dsx86dbg.log, so you don't need to type it down from the blue screen.
After that change, I then debugged both Carmageddon and Destruction Derby further. I noticed that both of them crash because of floating point opcodes not being supported. I don't plan to add floating point opcodes (as the DSTwo architecture does not have a floating point unit), and since I could not get Carmageddon to work on DOSBox (after turning off the floating point support in it as well) either, I decided to ignore Carmageddon. It will not work in DS2x86 in the foreseeable future. This is what the crash log in Carmageddon looks like with the new exception handling: ------------------- [STYLE] --------------------Exception 2 at 801A33F0!TLB miss on load from 08241B60!CPU: PROT, USE32, CPL=0GraphMode=03, EGAMode=00, Chain4=OFFEAX=0029274D EBX=00281E46 ECX=00281E46 EDX=00000004ESP=002C9B6C EBP=00133111 ESI=002C9C70 EDI=020906D8DS=0168 ES=0168 SS=0168 CS=0160 FS=0000 GS=0020NV UP EI PL NZ NA PE NC VM=0 IOPL=00160:1CCF83 3C00 cmp al,00Disassembly of code around the location:0160:1CCF63 E8F0970500 call 00226758 ($+597f0)0160:1CCF68 DB9C24A4010000 fistp [esp+000001A4]0160:1CCF6F 6BBC24A40100000Eimul edi,[esp+000001A4],0E0160:1CCF77 B894272900 mov eax,002927940160:1CCF7C 01C7 add edi,eax0160:1CCF7E 57 push edi0160:1CCF7F 8A06 mov al,[esi]0160:1CCF81 8807 mov [edi],al0160:1CCF83 3C00 cmp al,000160:1CCF85 7410 je 001CCF97 ($+10)Looking at the above log, the crash happens at address 0160:1CCF81F, where the AL register value is being written to memory address in EDI register. The EDI register contains value 0x020906D8, which is above the 16MB of RAM that DS2x86 has available, thus the address is not within the mapped RAM. (In case you are wondering why the crash happens with address 0x08241B60 instead of 0x020906D8, that is because addresses outside the mapped memory area default to Mode-X/EGA RAM handling, where the address is first multiplied by 4 before it is attempted to be used). The value in EDI seems to be calculated by multiplying memory address [ESP+000001A4] contents with 0x0E, and then adding 0x00292794 to that value. However, the content of memory address [ESP+000001A4] is the result of an unsupported floating point operation fistp, so this memory address will contain whatever it did before this unsupported opcode. Thus, multiplying a random value with 14 and then adding something to it can easily point to outside the 16MB RAM area. There is no proper way of fixing this without adding support to floating point opcodes.
However, Destruction Derby seems to work on DOSBox, even tough it attempts to run floating point opcodes there also. Thus, there is something else wrong in DS2x86 with this game. I spent the whole of Saturday debugging this problem, but did not yet find the cause. In the end I got frustrated with that issue, and looked into the Arkania hanging problem. I noticed that it hangs also in DSx86, so this issues seems to be something that is common to both my emulators. I have now deciphered the timer code that causes a neverending loop. The game tries to measure the time it takes to draw a full VGA frame, using the timer. The code first checks that two adjacent measurements do not differ by more than 50 timer ticks (where the timer runs at 1.193.182 Hz, so 50 timer ticks is about 42 microseconds). If the difference is larger, the code loops to try again. Surprisingly, this does not seem to cause big problems in DSx86 nor in DS2x86, the code might need to try a few times but this does not cause a never-ending loop.
The next step in the timer check code is where the problem seems to be. The code gets the timer result, subtracts 1000 from it, divides the result by two, and then checks that the resulting value is larger than 14336. Counting backwards from the test value, it seems the original timer value must be larger than 29672 for the code to accept it. I don't quite understand how that would make sense, as that timer value corresponds to 25ms (or about 40Hz), and for the timer value to be bigger the screen refresh rate would need to be slower! The VGA screen in DSx86 and DS2x86 is refreshed at about 60Hz, so the code never sees slower than 40Hz screen refresh rate and thus hangs. However, in DOSBox the resulting timer value is about 34000 (28ms), which is what Arkania accepts. But that speed corresponds to a 35Hz VGA refresh rate! In DSx86 and DS2x86 the resulting timer value is around 23000 (20ms), which would be around 50Hz. I'll need to look deeper into DOSBox sources and the VGA documentation to make some sense of these values.
Thanks again for the debug logs you have sent, and for the games to test that some of you have attached! I'll look into these during the next week, and hope to release a new version again next weekend.
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May 1st, 2011, 23:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...82&f=54#p35344
Xerpi directed " PWiictogrid "puzzle game for the Nintendo Wii between Sokoban and Picross.
Puzzle games never go out of fashion and are always a good form of entertainment, an example is this game, PWiictogrid, a game that will test our skills and abilities through various levels of difficulty increases as one moves the game, you will be able to beat all the levels?
The object is to move all the blocks so they fit with the figure shown in the upper left corner to move, we must use the arrows on either side of the screen. To add more difficulty, in some levels also appear blue blocks, forcing us to plan every movement. Another detail is that the game is entirely in Spanish.
Controls:
• IR Pointer: Pointing
• Button: Select
• + / - button: Switch-level
• Botón HOME: Salir
Versión Beta 3
18/04/2011
• There are 20 levels
• Implement the use of timer
• Implements move counter
• Various bug fixes and improvements over
Download Here
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May 1st, 2011, 11:49 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13275&f=54
Marc offers version 1.2 of " BrawlStats "for the Wii, a utility that allows you to view additional statistics about your games of Super Smash Bros.. Brawl .
IMPORTANT NOTE: If you are updating from older betas you must move your .bss files from sd:/brawlstats to sd:/config/brawlstats and also copy the new meta.xml overwriting the old one.
v1.2 (2011.04.30)
warns user if a session was not created correctly (due to a corrupted SD card, for example)
shows a loading bar when reading sessions from SD
Download Here
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