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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
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April 26th, 2011, 01:03 Posted By: wraggster
US retailer Best Buy has posted a listing for pre-paid 3DS Cash Cards on its site.
The cards, which are currently only listed for $20 values (as spotted by Destructoid), are up for pre-order now, although we don't see any point in pre-ordering infinitely-available Nintendo points. Unless you're so excited for next month's eShop update you can't help yourself.
There's no release date on the listing, and its 'Store Pick Up' option simply says "coming soon". But it does have a detailed product description:
Replenish your Nintendo 3DS eWallet with this Nintendo 3DS Cash Card. Get the full multimedia experience on your 3DS with downloadable games, add-on content, 3D video on demand and a new eShop. The new eShop features demos, game trailers, user ratings and previews. Use the funds in your wallet to purchase classic Gameboy and Gameboy Color titles and download them directly to your Nintendo 3DS for some on-the-go nostalgia.
Role on May.
http://www.computerandvideogames.com...VG-General-RSS
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April 25th, 2011, 22:36 Posted By: wraggster
Have you got any spare Nintendo Points sitting in your account. Well, that's where they'll be staying.
Unless you're a wannabe animator, in which case you might want to have a look at the Inchworm Animation app which lets you create your own mini films on your DSi.
Hopefully the 3DS' eShop will come to save us from the monotony.
The list:
Airport Mania: First Flight
Publisher: Lemon Games
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: Pack your bags for a trip through the skies in Airport Mania. Travel through eight amusing airports while you land a variety of planes, purchase upgrades and avoid delays. Stay on your toes, as some planes carry precious cargo and will need to land in a hurry, while others might need a trip to the repair shop. With good planning, you're sure to make it to the gate on time. With unique challenges and whimsical characters that will put a smile on your face, this is one flight you don't want to miss.
Inchworm Animation
Publisher: Flat Black Films
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Inchworm Animation is a full-featured paint and animation system for the Nintendo DSi system. Five years in the making, Inchworm Animation lets you create mind-blowing digital paintings and animations in the palm of your hand. Use the Nintendo DSi Camera application to record video, stop-motion animation and time-lapse photography. Paint with transparency and smooth anti-aliased brushes. Create images up to 9,999-by-9,999 pixels. An easy-to-use pattern editor lets you make cool repeating patterns. Other tools include onion skin, six-level zoom, cut/paste/rotate, undo and shape primitives. Inchworm Animation's sophisticated layer system allows you to create structured animated scenes. Each layer can have its own independent frame loop. You can even draw on your animation as it plays. Comprehensive tutorials will show you the ropes. Export your finished masterpieces to an SD card (sold separately) as Flash or BMP image sequences.
Ubongo
Publisher: Korner Entertainment
Players: 1-2
ESRB Rating: E (Everyone) - Mild Language
Price: 500 Nintendo DSi Points
Description: Ubongo's mechanics are very simple. Just solve as many puzzles as you can and get gems of the same color. The player who has more gems when time runs out will be the winner. Game modes include History Mode, Quick Game, Time Attack and Multiplayer Mode. The original board game is a blockbuster in many countries.
WiiWare
Word Searcher Deluxe
Publisher: Digital Leisure Inc.
Players: 1-4
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: You'll need a sharp eye and a quick mind to complete 100 themed word search puzzles. Word Searcher Deluxe contains fun words from multiple categories, including palindromes, pirates and painting. With a huge assortment of subjects to choose from, there are puzzles for everyone to enjoy. Test your vocabulary, memory and problem-solving skills with these challenging puzzles. Keep track of - and try to beat - your own play-through times again and again as words are scrambled every time you play.
Learning with the PooYoos: Episode 3 (demo version)
Publisher: Lexis Numérique
Players: 1
ESRB Rating: EC (Early Childhood)
Price: 0 Wii Points; full version available for 500 Wii Points
Description: Welcome to the first fun, poetic brain-trainer for children aged 3 to 6. With the PooYoos, a merry band of adorable baby animals, children will have fun while learning the basics for development, including numbers, letters, lateralization, shapes and colors. Children get to dance with their new friends and earn lovely interactive rewards. With two levels of interactivity, children of any age or level can play the activities based on plants and music. This game has been designed for use by children who have not yet grasped reading. The instructions are spoken in French, English or Spanish, depending on the language setting of your Wii console.
http://www.computerandvideogames.com...VG-General-RSS
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April 25th, 2011, 22:30 Posted By: wraggster
Platform holder encouraging consumers to embrace art using best-selling DS title
Nintendo’s latest sampling tour will use Art Academy to inspire the UK’s budding artists.
The platform holder’s Create Britain campaign kicks off on Thursday, May 19th to promote artistic pastimes to consumers via the 2010 DS release, which has sold more than 345,000 copies in the UK.
Nintendo reps at each event will show shoppers how easy it is to learn how to paint or draw using the title’s step-by-step tutorials.
“The aim is to get the UK to discover its artistic side through the use of Art Academy,” said Nintendo marketing assistant Rebecca Archer.
“Sampling will therefore be an integral part of this campaign, as the only way consumers will discover what Art Academy can teach them is through trying the software themselves.
“Many people view art as elitist and highbrow. We want to make it accessible to all by demonstrating that anyone, whatever their ability, can learn to paint and draw using Art Academy.”
The tour will visit some of the UK’s biggest retail locations, from London to Scotland (see ‘Sampling Tour Dates’ below).
“All of our sampling venues are large footfall shopping centres that have mass market appeal,” said Archer. “We have also been careful to select sampling venues across the country so that every consumer has an opportunity to come along.”
Nintendo will be promoting the tour with a three-week TV campaign, with spots running during family shows such as Coronation Street, Hollyoaks and Emmerdale.
There will also be online ads and a range of Create Britain POS in stores.
SAMPLING TOUR DATES
Brent Cross, North London – May 19th to 22nd
St Davids, Cardiff – May 26th to 29th
MetroCentre, Gateshead, Newcastle – June 2nd to 5th
Bullring, Birmingham – June 9th to 12th
Arndale Centre, Manchester – June 16th to 19th
Braehead, Scotland – June 23rd to 26th
http://www.mcvuk.com/news/44048/Get-...ademy-campaign
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April 25th, 2011, 22:21 Posted By: wraggster
Mario Kart 3DS goes on sale before the end of the year, Shigeru Miyamoto has confirmed.
Nintendo's creative mastermind made the announcement at a French press event late last week, as reported by VG247.
Miyamoto didn't offer any more insight into what new features Nintendo is adding to the long-running racing franchise but did offer a few updates on a number of other 3DS titles.
He confirmed that the remake of Star Fox 64 is finished and has gyroscope support, which "gives a new dimension to the game."
Also confirmed was a 3DS version of DSiWare favourite Flipnote Studio. The DIY animation download will apparently be making an appearance on the eStore and, as with the original release, it will be free of charge.
Nintendo sure is lining up some heavy hitters for the 3DS following its relatively low profile launch line-up. Last week, Miyamoto confirmed that Super Mario 3DS would also be arriving before the year is out, while Ocarina of Time 3DS is due out in June.
http://www.eurogamer.net/articles/20...irmed-for-2011
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April 25th, 2011, 22:18 Posted By: wraggster
Six weeks away from E3 and we now know that Nintendo will announce its high-definition successor to the Wii at the Los Angeles event. It's a new piece of hardware that the rumour mill tells us will not only offer a superior spec to the current crop of HD consoles, but will also change the way we play our games. Based on comments in Nintendo's recent announcement, the new hardware could be with us within a year.
We've been aware of various "Wii HD" rumours for a while now, and have some perspective on the various leaks that have appeared just recently. Photos of what appear to be Project Cafe presentation slides, stealthily snapped using a mobile telephone, have been hotly debated on the internet. Are they genuine? Are they fake? What of the increasing torrent of rumours describing power significantly in excess of the Xbox 360 and PlayStation 3?
One thing that appears to be self-evident is that, once again, the controller is the core of the next Nintendo experience. The Cafe hardware itself appears to operate either as a conventional console tethered to a TV, or else as a lounge-based hub, beaming out gameplay to gamers effectively playing on handheld units with short-range links to the unit. Almost like an entirely home-based OnLive, if you will.
No longer will there be arguments over who's using the HDTV. If someone wants to watch TV, conceivably the player could simply switch over to gaming on Cafe's controller, with rumours suggesting a six-inch widescreen display with resolution in the EDTV-esque 800x480 area - the kind of display utilised by larger sat-navs. It's been described as "an iPad with buttons", but a large joypad with integrated touch-screen is more in line with what we've been hearing from our sources.
Obviously there are other benefits to this configuration. Streaming could be used to send player-specific information, or used to de-clutter the main display by moving HUD information across to the satellite screen. However, applications in this scenario would probably be quite limited. Most HUD info typically needs to be easily accessible to the player, and shifting focus between two screens is not a user-friendly experience.
Kudos to NeoGAF user Kard8p3 for managing to locate this Cafe-related imagery from Nintendo's developer support site.
Cafe's video streaming is a potentially very cool technology. The question is, how could it work and what transmission format could be used?
On the one hand, we already have a working example: PS3's Remote Play, where the framebuffer is shrunk down, encoded and beamed over WiFi to PSP. In theory, then, gameplay could be transmitted to anywhere in the house, and a Wireless-N connection could conceivably handle the bandwidth.
However, two issues here suggest this isn't such a good idea: latency would be introduced by encoding and decoding the video signal, plus there would be a significant degradation in image quality brought about by image compression. Bearing in mind how many Nintendo titles operate at 60Hz, gameplay would suffer a drop in quality were the platform holder to adopt this strategy. Nintendo wants technology to enhance the way we play games, not to detract from it.
The other solution would be something along the lines of WirelessHD, which offers a spec level essentially identical to HDMI beamed out from the console with enough bandwidth to support 1080p at 60Hz (and presumably, by extension, four remote screens on Cafe controllers). We've already seen this deployed on the latest iteration of Alienware's M17x laptop and it's said to offer zero latency and a ten-metre range. Nintendo is all about refactoring existing technology in an innovative fashion, and here we have a template that could be relatively easily adapted.
This is pretty advanced tech though and in concert with integrated touch-screens, we can expect additional Cafe controllers to be significantly more expensive than what we're used to - and we'd be hugely surprised if the unit shipped with more than one pad/tablet.
However, bearing in mind that at one point Orange was selling an Android-powered mobile phone with an 800x480 AMOLED touch-screen display for less than £100 (the Orange San Francisco/ZTE Blade), you can imagine that, with additional economies of scale, Nintendo should be able to make these far less complex controllers fairly cheaply, and still factor in a healthy profit margin.
Of course, a third option is that Cafe controllers could be wired, tethered to the console. Unwieldy and a retrograde step in many ways, but it would resolve the streaming issue in a cost-effective manner and it would also take care of another issue: running a touch-screen display on a wireless controller is going to require battery power way in excess of the requirements of the current-generation joypads and wands.
So what of the core hardware make-up of the machine? Rumours we have not been able to independently confirm are suggesting a triple-core PowerPC processor similar to the Xbox 360's, though we would like to believe that, in the five years since Xenon first shipped, refinements have been made to the design that would increase processing efficiency even if clock speed remains in the 3.2GHz territory.
Going for higher clockspeeds is an option, but would increase cooling costs and could impact on the unit's reliability. A smarter CPU design simply makes more sense, especially bearing in mind how key elements of Xenon's design are inefficient or lacking (onboard cache utilisation for example).
http://www.eurogamer.net/articles/di...umour-analysis
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April 25th, 2011, 22:16 Posted By: wraggster
Nintendo is getting ready to introduce a new home console because its current hardware has lost the power to surprise, CEO Satoru Iwata has revealed.
Speaking at a press conference in Japan earlier today in which he confirmed that a new system was in development, Iwata said (as translated byAndriasang), "It became difficult for developers to surprise customers with the current Wii."
During the presentation Iwata also offered further clarification as to when the new console, thought to be codenamed Project Café, will hit the shelves.
Noting that Nintendo had not included sales of the Wii's successor in its forecast for the current fiscal year, which ends on 31st March 2012, Iwata confirmed that the system would not launch until after April 2012.
There's still no official word as to what the new platform might offer, but Digital Foundry has beenpicking through the rumours in search of answers.
http://www.eurogamer.net/articles/20...r-project-cafe
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April 25th, 2011, 10:45 Posted By: wraggster
Nintendo has sold just over 3.6 million 3DS units to date.
The company said the handheld was off to a "smooth start".
1.06 million have been sold in Japan, 1.32 million in the Americas, and 1.23 million in "other", which includes Europe.
That makes for a global total of 3.61 million units.
9.43 million Nintendo 3DS games have been sold.
Nintendo released its end of financial year sales data today, and confirmed plans to launch a Wii successor in 2012.
In the 12 month period to the end of March 2011, Nintendo sold 17.52 million DS consoles and 15.08 million Wiis.
It pointed to strong sales of the special edition red versions of Nintendo DSi XL and Wii, and the Super Mario All-Stars Limited Edition.
Sales of Pokemon Black and Pokemon White were described as "robust in and out of Japan". Nintendo enjoyed "strong" sales of Super Mario Galaxy 2, Wii Party, Donkey Kong Country Returns, New Super Mario. Bros Wii and Wii Fit Plus.
However, Nintendo noted that sales for both hardware and software were down compared to the previous financial year. It blamed tough comparisons – December 2009 in the US was a record month.
Despite the launch of the 3DS and, next year, its Wii successor, Nintendo pledged to sell more DS and Wiis to those who don't already have them, highlighting the release of The Legend of Zelda: Skyward Sword and the Wii's "long-selling evergreen titles".
http://www.eurogamer.net/articles/20...a-smooth-start
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April 25th, 2011, 10:44 Posted By: wraggster
Nintendo has announced its plan to launch a Wii successor system next year.
In a note published today alongside its 2011 financial statement, the company confirmed the console, currently codenamed Project Cafe, will launch in 2012.
It also confirmed plans to show a playable model of the new system, and announce further details, at the E3 game show in June.
Nintendo's next home console is said to have high definition visuals and graphical power on a similar level to the PlayStation 3 and Xbox 360.
Its controller is rumoured to feature a 6.2 inch touch-screen that enables the streaming of games played on the console.
http://www.eurogamer.net/articles/20...w-home-console
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April 25th, 2011, 10:42 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the DS Console:
Sorry for the one day delay to my normal Sunday updates, but as this was a long Easter weekend I wanted to use the one extra day to work on DS2x86 and get as many fixes implemented as possible.
DS2x86 0.07 release info
Okay, this new version has the following fixes: - There is now (finally) a blinking cursor in the text modes, most importantly in the 4DOS command prompt.
- HIMEM.SYS emulation added. This allows Chaos Engine to run, and will enable support for Windows 3.00a in Standard Mode in the future.
- Fixed a serious total crash problem in 32-bit string opcodes. This happened in games like Abuse, Ascendancy and Carmageddon. Those games still don't work properly, but they don't hang the system completely any more so I have a chance of debugging and improving them further.
- Fixed a stack alignment problem that could cause "Exception 4" BSOD errors. This fixes at least Micro Machines.
- Improved the BSOD reporting. Now the printed data includes a stack trace, so I can better determine the location of the problem.
- Improved horizontal blank reporting, this might solve hanging problems in some games, like Pinball Fantasy.
- Improved Mode-X graphics blitting code to handle wrap-around properly.
- Changed the screen refresh interrupt interval from 60Hz to 59Hz. This might help with the intermittent "stuck key" problem in some games.
- Direct file read to EGA memory is now supported (for example in Heimdall).
- Implemented a number of previously missing opcodes.
DS2x86 0.07 background information
After the previous blog post I worked on Jazz Jackrabbit for a while, but could not get any notable progress with it. It still needs a lot of debugging to determine the problem, and so I decided to move on to some other issues that might be faster to solve.
First, I decided to add HIMEM.SYS emulation, as I could simply port the code from the most recent DSx86 version. This in itself didn't take long, although I ran into a very strange problem where the whole DS2x86 hung immediately when launching any game. It loaded 4DOS.COM fine, and I could give internal commands like "dir" or "memory", but immediately after launching any game it hung totally. I then began commenting out the new HIMEM.SYS stuff, until the only things remaining were a couple of static integer variables in the new C++ module! Commenting these variables out got rid of the problem, but when I added these static variables back, the problem came back. One of the variables had an initial value based on the addresses of two other variables, which seemed to cause the problem. I switched to using a #define, and the problem was solved, but I still don't quite understand how a static variable initialization can break the whole software.
After the HIMEM.SYS emulation started working, Chaos Engine began to ran otherwise fine, except that the display had a moving line of black pixels, and scrolling the zoomed screen did not work properly. The game wraps the display around the A000 segment while scrolling (similarly to what Commander Keen 4 does in EGA mode), and this feature was not yet supported in my Mode-X screen blitting code. I took some time to make this work correctly in both Zoom and Scale screen modes, and now this type of wrap-around should cause no more visual glitches. This is what Chaos Engine now looks like, with a wrap around in the middle of the screen (but not showing :-).
After the HIMEM.SYS emulation in place, I wanted to see whether Windows 3.00a would run in Standard Mode. I had several problems with it, all due to various bugs in my protected mode implementation which I had to fix. There is still a problem with the Global Descriptor Table handling, as Windows uses a segment selector 0x0101 when returning from protected mode to real mode, but in DS2x86 the GDT entry points to a data segment, while in DSx86 and DOSBox it points correctly to a code segment. So, no Windows 3.00a in Standard Mode yet in this version, but I'll try to fix this problem in the near future.
Next, I was looking whether I had Hexen on my SD card. I didn't find it, but as there was Heimdall, I decided to test how it runs. It started fine, but when talking to a character I got a BSOD reporting an invalid store address of 0x600CE030. In this same situation DSx86 shows garbage on the screen, so I thought that this might be a chance to find out what exactly is wrong in my emulation code. I checked the address reported by the BSOD, but it pointed to inside the C library memcpy() function. Obviously, memcpy is used all around the code, so that was not of much help. I needed to find out what code it was that called the memcpy, so I implemented a simple stack traversal routine into my exception handler code. It attempts to find return addresses pointing to my own DS2x86 code by traversing the stack above the exception handler stack frame. When I ran Heimdall again, I got a stack trace that (after converting the hex addresses to function names using the dump file) displayed the following call hierarchy: run() -> INTHandler() -> int21h() -> DOSRead() -> fat_fread() -> memcpy().
So, the problem was that the DOS int21 handler used an invalid memory address to store the data read from disk. However, since the address is calculated from the DSX registers, which can only point to the real mode memory within the first megabyte of DOS RAM, it should not be possible for the address to point outside the emulated DOS RAM area. Except, that I have mapped the graphics memory segment A000 differently, in order to trap accesses to graphics memory. It had not occurred to me that a game would read data from disk DIRECTLY to graphics memory, so I hadn't trapped the graphics memory address inside the DOS file routines. And, as it turned out, Heimdall loads data directly to EGA VRAM from disk, so trapping the address in the DOSRead routine fixed this problem. This is obviously also the reason why Heimdall in DSx86 displays garbage on the screen, it just does not crash like DS2x86 did. I'll fix this problem into DSx86 also for the next DSx86 version.
At this point it was already Saturday evening, so I decided to work on the text mode cursor emulation on Sunday. I had tried to implement the cursor emulation earlier, but at that point it made the "stuck key" problem much worse (most likely because the text mode screen then needed to update much faster. I use a dirty buffer approach with the text mode handling, so that I don't need to convert those fonts to graphics where the character has not changed). But now with the 60Hz -> 59Hz screen refresh rate change, I thought I could try to add the cursor emulation again. It took me most of the Sunday to implement, as I had an unexpected bug in the dirty buffer handling. It had caused no symptoms until I implemented the cursor, so it took me a while to look into the correct routine for the bug. In any case, by Sunday afternoon I got the cursor emulation working.
On Sunday evening I then continued debugging Ascendancy, which hung DS2x86 completely (its is just one of many DOS4GW games that seem to exhibit similar behaviour). I had already a couple of days earlier found the high-level call that causes the hang, so now I just burrowed through to the lower level calls. Finally I found out that it was a simple and common REP MOVSW opcode that caused the hang. This was a bit strange, as this opcode is called thousands of times in all games, why does it hang in this case? The addresses and counts looked fine, it tried to move 512 bytes from high memory to the beginning of a segment in low memory. I had to go through my helper macros one by one until I finally found the problem. In the code that tests whether the output offset wraps around the segment, the 32-bit routine (where the segment size can be a full 4GB), a temporary variable caused an overflow when the input offset was zero. It is rare for the 32-bit input offset to be zero, as usually the protected mode programs use flat segments starting at the beginning of the RAM. Since the beginning of the DOS RAM contains real mode interrupt vectors, the protected mode offsets normally do not start from zero. In this case the segment did not start at the beginning of the RAM, so a zero offset was OK. After fixing the helper macro I got rid of this hang, so in the future I can debug these games properly.
So, that's about the amount of work I managed to do for this version. I also added many missing opcodes from the debug logs you have sent, thanks again for sending me those! I think pretty much all the opcode errors in the logs have now been implemented, except for some obscure problems that are most likely caused by the program executing data. These I will continue working on.
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http://dsx86.patrickaalto.com/DSblog.html
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April 25th, 2011, 01:32 Posted By: wraggster
Bolt Thrower 0.47 released by Titmouse
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. Basically a XML configuration file is used rather than hard coded data that’s locked into the code - that would just be plain silly. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in some way.
Version 0.47 of Bolt Thrower is now released - see change list - Don't forgot you can use arrow down to drop mines For this version I was hoping to use more 3D models in game - I had spend a long time modifying a Viper space craft I had found from 68980 polygons / 73793 points to something more usable for computer game, I ended up with a count of 6903 polygons / 3961 points . The original had used planar mapping which I updated to use UV textures instead and obviously the polygon count was way too high as the model was well designed and extremely detailed – shame I had to downgrade it. This whole process took me ages, especially the UV mapping.
Changelog
Ver 0.47 - 23/04/2011
- Added enemy gunships - just noticed I forgot to add these to the radar, my bad
- Added bigger mine explosions
- Added a controls menu screen - (will add more later to pick other control methods)
- Updated main menu - now shows a 3D WiiMote in the background
- Updated Credits - now shows a 3D Viper (MK2) in the background
- Reduced amount of enemies
- Updated enemies movement logic - speedy enemies now find it harder to lock-on
- Update Intro screen - camera view glides in 3D space
- Added Camera catch-up the player's craft - the player craft will now drift away from the centre
- Added some new 3D models - Viper (MK2) & Wiimote
- Updated 3D object code to use all the layers in a Lightwave object (lwo)
- Bit of code refactoring (reworking internal design), hopefully everything will still work the same
Download Here
http://www.dcemu.co.uk/downloads.php?do=file&id=395
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April 25th, 2011, 01:28 Posted By: wraggster
Descent 1.0 released by tueidj
Descent was originally released by Parallax Software in 1995. It was the first game featuring a full 3D environment (before Quake) as well as gameplay that allowed six degrees of freedom and multiplayer networking that allowed players to join and leave at any time.
Game Setup
The resource files from a registered copy of Descent (updated to v1.5) are required. The required files are called DESCENT.PIG and DESCENT.HOG and must be placed in the /apps/descent/ directory. The resource files from the shareware version or the "Destination Saturn" release are not suitable. The game will perform checksum verification at startup to make sure they are correct. If you purchase "The Descent 1 and 2 Collection" from Good Old Games you can be sure the files will be correct (and you get Descent2 as well, which may come in useful at a later time...).
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http://wiibrew.org/wiki/Descent
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April 24th, 2011, 22:35 Posted By: wraggster
We're getting so many images, movies and epic poems that purport to depict Nintendo's rumored new HD console, which goes by the (also rumored) codename of Project Café, that we figured it's time to start throwing them at the wall and seeing what sticks. Today's artifact has popped up on several forums and blogs (we saw it on Destructoid, but you may have caught it elsewhere).
It's a slide from something that reads "Project Café is simply the most developer friendly SDK the industry has ever seen. Deliver unparalleled next generation performance at current generation costs. It doesn't get any easier than this." Also, there's a picture of a box. Is it the Wii 2? Probably not.
If pressed, we'd give it a ... 5/10 for believability. The form factor seems like an evolved Wii, so that's about right, but the wording off the slide feels ... off. What do you think?
http://www.joystiq.com/2011/04/22/pr...on-reinvented/
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April 24th, 2011, 22:29 Posted By: wraggster
E3 is getting close, just two months away now. As such the next-gen Wii console rumors have heated to a boil. One of the most interesting bits of tattle originates from Kotaku. The gaming site's sources claim (with impressive specificity) that the new 8-button controller features a screen pushing a whopping 6.2 inches, two analog sticks, and a camera. The new Wii console (sometimes called the Wii 2, Wii HD, or simply "Project Cafe") is said to support the new controller in addition to Wii Remote-style controllers for backward compatibility with existing Wii games -- at the moment, however, it's not clear if that implies support for existing Wiimotes. But why the giant display? Here's Kotaku's take:The 6.2-inch screen will receive data wirelessly from the Nintendo console and presents an array of options, from putting the player's inventory or map on the controller screen, to allowing players to combine it with the controller's camera to snap photos that could be imported into a game or even turning it into some sort of glorified viewfinder (we're unclear about whether the camera on the controller points at the player or can be outward-facing; we've heard both - maybe it swivels?).
In other words, you can think of the new contoller-plus-console combination as a modern Dreamcast system or "glorified mega-DS," as Kotaku puts it, where the TV is the top screen and the handheld controller is the lower touchscreen. If true then we'll likely hear the official first word at E3 which kicks off on June 7th.
http://www.engadget.com/2011/04/22/n...-display-turn/
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April 24th, 2011, 22:28 Posted By: wraggster
We caught wind of an internal GameStop memo this morning announcing the discontinuation ofNintendo's DS Lite. The memo (pictured above) asks employees to remove displays of Crimson, Black, and Metallic Rose models, once they've burned through their stock -- we've since confirmed the fact with an employee of the gaming chain. Not a huge shocker, of course, given the fact that the five-year-old system has since been eclipsed by 2009's DSi and, more recently, the company's glasses-free 3D portable, the 3DS. We have reached out to Nintendo for comment on the matter and will update this post with official word once received.
http://www.engadget.com/2011/04/22/d...d-at-gamestop/
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April 24th, 2011, 22:19 Posted By: wraggster
Nintendo's rumoured Wii successor, thought to be codenamed Project Café, will run off AMD's R700 GPU architecture, according to a new report.
Anonymous sources told IGN that, on that basis, the system will out-perform the PlayStation 3's NVIDIA 7800GTX-based processor.
Its CPU will apparently be a custom-built triple-core IBM PowerPC chipset similar to that of the Xbox 360 but with faster clocking speeds.
According to the sources, the console will output at 1080p with possible, but as yet unconfirmed, support for stereoscopic 3D as well.
It's also claimed that the console will be roughly the same size as the original Xbox 360 and resemble a modern take on the classic SNES' form.
The report claims it'll be manufactured by the Taiwanese Foxconn plant and be ready to ship this October, though Nintendo may hold back the release to build up stock and give developers more time to finish software.
A potential price tag of between $350 (£212) and $400 (£242) is suggested.
Earlier today, Nintendo's Shigeru Miyamoto refused to confirm the system's existence, though admitted "there's no smoke without fire."
http://www.eurogamer.net/articles/20...-leaked-report
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April 22nd, 2011, 00:00 Posted By: wraggster
The forthcoming 3DS Super Mario title is a cross between Super Mario Galaxy and Super Mario 64, so says creator Shigeru Miyamoto.
While discussing the title with Edge today, Miyamoto promised that the game was "completely original" and would be released this year.
"It's a combination of Super Mario Galaxy and Super Mario on N64," he explained.
"It won't convey the message if I talk to you today, but if you play it at E3 that will give you more understanding of what I'm talking about."
He also insisted that the handheld's 3D effect would help players better judge distances between platforms, and confirmed speculation that the game would see Super Mario Bros. 3's fan-favourite raccoon suit return.
"It's what you think it is," said Miyamoto, referring to a the much-discussed 'tail' on the game's logo. "You probably know what's going to happen using that character."
The game is being developed by the same internal team responsible for both Super Mario Galaxy and last year's stupidly brilliant sequel.
http://www.eurogamer.net/articles/20...axy-meets-sm64
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April 21st, 2011, 23:59 Posted By: wraggster
Shigeru Miyamoto has admitted work on a successor to the Wii is underway, but suggested not all the rumours doing the rounds about what Nintendo has planned for the machine are true.
While speaking at an event in London today, Nintendo's creative mastermind was inevitably questioned about recent speculation that the platform holder was planning an imminent reveal of a new home console – dubbed Project Café.
"Don't ask!" he said, as reported by Edge. "Even when the Wii launched we were developing new hardware, work on 3DS had already started. It's a matter of when we announce it."
He declined to discuss any specific details as to what Nintendo had planned for the device. When asked whether it would be unveiled at E3, he added, "Please wait. Be patient until we decide."
In a separate interview, Miyamoto also discussed the purported new hardware with French siteGameblog.fr, admitting there is "no smoke without fire".
"Yes, I have read rumours about Café," he said. "I want to say it's normal. You know, for Nintendo, as with the other platform holders, our job is to create new hardware.
"We think it takes five years to do interesting R&D. So, I confess there isn't smoke without fire. We always build consoles. You'll never see some of them.
"But you don't have to trust all the stuff you read," he added.
http://www.eurogamer.net/articles/20...t-cafe-rumours
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April 21st, 2011, 23:57 Posted By: wraggster
SEGA has announced Mario & Sonic at the London 2012 Olympic Games for the Wii and Nintendo 3DS.
It is the latest in a series that has shifted 19 million copies.
New events for the Wii version include football and equestrian, which feature alongside traditional athletics, aquatics and table tennis events.
There's a new roster of Dream events, too, set in the Mario and Sonic universes.
The Nintendo 3DS version includes over 50 events, playable in single-player and multiplayer.
Mario & Sonic at the London 2012 Olympic Games IS developed by SEGA Japan. SEGA will announce a release date later in the year.
http://www.eurogamer.net/articles/20...game-announced
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April 21st, 2011, 23:41 Posted By: wraggster
Another day, another Wii 2 rumour. Today's report, though, offers some rather interesting details on Nintendo's new controller for the console.
Adding to CVG's report that the controller will feature a high-res touch screen, Kotaku says the controller will also have two analogue sticks (yes!), a camera and eight buttons. We imagine that would include four face buttons and four shoulder buttons/triggers, although the site's 'sources who are familiar with Nintendo's plans' aren't that specific.
Apparently the screen will measure a massive 6.2 inches, but what's interesting is that it claims this will be one of at least two control options for the new console.
Rather than replacing the Wii Remote-style controller, Kotaku says the screen-enabled controller will be one option for some games, while the machine will also support "Wii Remote-style controllers". It's unclear if this means it'll use actual Wii Remotes or an entirely new Remote that's more accurate, but we'd guess the latter considering previous reports that the console's motion control will be "better than [Sony's] Move".
Speaking hypothetically, it suggests games like Wii Sports would be controlled with the remote, while players would use the screen controller for games like Zelda. Some games would give you the choice.
The screen can be used - as you'd imagine - to display inventories or maps in some games, or as a viewfinder. It can also be used to take pictures of your face to import into games, it claims.
Nintendo's Wii 2 has reportedly been named 'Project Cafe' behind-the-scenes, and features a custom IBM PowerPC CPU with three cores, a GPU from the ATI R700 family with a shader unit at version 4.1, and at least 512Mb of RAM.
CVG's sources have told us that the system will come with a controller that houses its own HD touch-screen. We expect an E3 reveal in June.
http://www.computerandvideogames.com...VG-General-RSS
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