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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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April 9th, 2011, 11:22 Posted By: wraggster
The Nintendo producer responsible for liaising with the platform holder's US-based studios has admitted that it's been tough finding suitable Western developers to partner with.
Speaking in an interview with Edge, Kensuke Tanabe, who supervised development of Donkey Kong Country Returns at Texas-based Retro Studios, explained that Nintendo saw Western developers as an important part of its set-up.
"I absolutely believe so. I work with other development partners, such as [Punch Out!! developer] Next Level Games in Vancouver and Monster Studios [of Pilotwings Resort] in Minneapolis.
"And they, much like Retro, really get our development philosophies. I want to find as many people as we can, as many great companies as we can to get involved with. I'm really looking for developers with a sense of craftsmanship."
He apparently then admitted suitable studios had proven difficult to track down.
"There's a real increase in the number of companies that look like they're really running a business for business' sake. There are many of those certainly within the midst of the gaming industry as a whole, or at least I feel that way."
Aside from the aforementioned trio of developers, Nintendo works with relatively few Western studios these days. Most recently, NST, based out of Redmond, Washington works on the Mario vs Donkey Kong series, while UK outfit Headstrong Games helped develop Art Academy for the DS.
Earlier this week a Capcom producer admitted to believing Western developers had a more casual work ethic than their Japanese counterparts.
http://www.eurogamer.net/articles/20...s-dev-partners
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April 9th, 2011, 11:16 Posted By: wraggster
A British paper is claiming that the Nintendo 3DS poses some kind of health risk. The claim sounds interesting, until you see how that conclusion was reached. 'On the 6th of April, the paper conducted a scientific experiment in which a 22-year-old member of the staff had his blood pressure and pulse taken after playing the 3DS in different situations – at rest, while walking, or while taking a ride in a car. The Sun came to the startling conclusion that the man’s pulse and blood pressure were higher while walking than while sitting down, yet concluded, apropos of nothing, “Children should not be left to play on it for hours.” The article neglects to point out that a raised blood pressure and pulse is perfectly normal, and you’re as likely to experience such a physical response while walking and reading a book as you are when playing the 3DS.'"Pocket Gamer posted a humorous follow-up, using the Sun's own methods against it.
http://games.slashdot.org/story/11/0...Bad-Journalism
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April 8th, 2011, 02:07 Posted By: wraggster
Harvest Moon: The Tale of Two Towns, the latest entry in Marvelous Entertainment's long-running farming franchise, is heading West.
According to publisher Natsume, the game will launch in the US simultaneously on DS and 3DS this summer.
A spokesperson confirmed to Eurogamer that the game will also come to Europe, though not through Natsume. Rising Star has traditionally handled the series on these shores, though its involvement hasn't been confirmed yet.
As an aspiring farmer, you'll have to choose from one of two feuding villages in which to ply your trade: Eastern-themed Konohana or European-themed Bluebell.
In traditional franchise fashion, you'll then have to build yourself a home, tend to your crops, make some friends and hopefully figure out how to heal the rift between the two settlements.
"We wanted to ensure that all of our loyal Harvest Moon fans would have a chance to play this game," said Natsume boss Hiro Maekawa of the decision to launch on Nintendo handhelds past and present.
"No matter which version they pick up, they're sure to love the great new cast of characters, the fun festivals, and the exciting new gameplay mechanics."
The last game in the series, Harvest Moon: Hero of Leaf Valley, took root on PSP back in November last year.
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April 8th, 2011, 02:01 Posted By: wraggster
Modojo has made a Facebook app that makes sharing 3DS Friend Codes easier.
Just add the application, enter your Friend Code and you'll be presented with a list of your Facebook friends and their Friends Codes. Obviously your friends will need to be using the Modojo app as well.
That's it. Simple.
The 3DS Friend Code Finder by Modojo can be added on Facebook now.
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April 8th, 2011, 01:58 Posted By: wraggster
The launch of UFC Personal Trainer: The Ultimate Fitness System has been pushed back to June.
In November last year the publisher told us to expect a 1st April release. A pre-emptive April Fools?
UFC Personal Trainer is a fitness game for Kinect, Move and Wii.
It'll get you fit based on the advice of actual UFC coaches. You'll sweat to routines used by today's top fighters.
There are 70 exercises that span wrestling, kickboxing and Muay Thai martial disciplines. Apparently you'll punch and kick virtual objects (including the mitts of various UFC "personalities"), which sounds a bit weird.
The exercises are funnelled into 51 different routines, although Kinect owners get a further nine because they're special.
You'll be able to set goals and personalise routines, and tweak the workouts to be slightly easier or harder if you're absolutely mental. You can even opt to fulfil the 30-day or 60-day programs, which also offer healthy lifestyle tips.
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April 8th, 2011, 01:47 Posted By: wraggster
A speculative piece at Kotaku looks at the release cycle of Nintendo games over the past 10 years, pointing out a current lull that's quite similar to the one near the launch of the Gamecube. They suggest this could be because first-party developers are busily working on games for the Wii 2. Quoting:"The spring of 2002 was the longest Nintendo game drought on record, and has a number of characteristics in common with the season we're entering now. Nintendo has launched a major piece of technology (the 3DS) and is initiating the gradual retirement of a console with a large and reliable installed base. While we entered into this data mining project with the presumption that we could recognize a pattern that presaged a new console release—the Wii 2, obviously—the last time there was a Nintendo game drought this pronounced was after the release of the Gamecube. Still, you can neatly overlay the release history of the Gamecube overtop the current release history of the Wii—they match that closely."http://games.slashdot.org/story/11/0...Indicate-Wii-2
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April 7th, 2011, 15:13 Posted By: wraggster
Newly released at Ishopvideogame
R4iDSN Card for DSi/DSiXL/ Nintendo 3DS + Sandisk Micro SDHC 8G bundles, Save Even More with Value Bundles! You get more for your money when you buy these popular R4 card alone with memory card together - at one low price.This bundles includes a R4iDSN card and a Sandisk Micro SDHC 8G.
Features
-Support WOOD R4
-Support the DSi Firmware V1.4.1
-Support the N3DS
-Compatible with all DS editions of different kinds of language
-Supports DSL / DSi / LL / XL
-Supports Action Replay cheat
-DLDI auto-patching
-Support SDHC (Micro SD 4G,8G,16G,32G)
-2nd generation storage device (no booting tool required)
-Uses MicroSD card, FAT16 or 32
-Supports any MicroSD card speed with no lag in game
-Supports Clean ROM, drag and drop. Works on any OS
-Automatically detect saver type
-Saving directly to MicroSD card, not to onboard chip
-Supports Moonshell and other homebrew.
-User friendly skinnable interface. Touchscreen or button operation
-Supports rumble pak and memory pak
-Supports the WiFi game, DS Rumble Pak, DS Browser
-Supports changes of the background of Operation Interface
-Supports 4-scale-lightness adjustment ( DS Lite only )
-Supports the Soft Reset.
-Moonshell 2.02 support Software Reset function( Press START key back to the R4i menu)
Sandisk Micro SDHC 8G
High Capacity Flash Memory Card! This SanDisk microSDHC (High Capacity) flash card stores up to 8 gigs of your favorite music, photos, videos and documents and is designed for use with mobile phones and other compatible microSDHC devices! It provides a Class 2 speed performance rating and is built to last, with an operating shock rating of 2,000G's, equivalent to a ten foot drop!
What is included
- 1 X R4iDSN Card for DSi/DSiXL/ Nintendo 3DS
- 1 X Sandisk MicroSDHC 8G
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April 7th, 2011, 15:05 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?f=19&t=13159
CSANecromancer offers us an excellent adaptation of Tetris for the Nintendo DS.
I hope this Is the right place to post it.
The Search Of The forum Responded No result to "Tetris" So I Thought I Might have
well post my sources for a simple Tetris Developed Which I did for a friend
tutorial.
Attached Are The useable nds file and all sources and resources of The Project.
Sorry folks, I'm German and so all comments in The Source are German, too. Goal I
Used English names for classes, variables, etc.. Perhaps so - Even Without
proper comments - the source Will Be Understand nevertheless.
Also all game texts are German.
Oh, right, The Technical Information:
Uses latest build and PAlib devkitARM RC32.
Tested it and DSi With Zero M3i M3 Real.
Notes about the project:
- Four different sets of tiles: Self made, Wii, Game Boy Color and Game Boy
- Different backgrounds Corresponding To The tile set.
- Four different tunes over the Original Game Boy highscore tune
- The DS has to Be tilted 90 degrees counterclockwise for playing.
- Uses C + + wrapper classes and.
- Uses maxmod for music and sound fx.
- The bricks are Displayed via custom tiles, the "text" Is Shown through sprites.
- No automated to "hand crafted" splash screen. I didn't Simply The leaflet
according PAlib function.
Have fun with it.
Download here
Source: www.palib-dev.com
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April 7th, 2011, 15:01 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?f=19&t=13170
BOBdotEXE propose la version 0.001 de "Phoenix DS", annoncé comme étant un Shoot Them Up Spatial pour la nintendo DS.
If your remember back in the good old days where Calculator games were 'IN' you may remember the game Phoenix! The Space Shooter! but unlike normal space shooters, this one had a store with upgrades, and Boss Battles! I am attempting to do a reBoot of this game in color for the DS!
ChangeLog:
---------------
1st Relese:
+movements
+walls
+1st enemy
+1 Boss (you can not kill yet)
+shooting
+boss follows you!
-No Sound
-no Scrolling BG
-No health
-Cash Pick up broken
-only 1 weapon (now, more to come)
-ugly Debug Text
-Sprites Look Terrible
http://dsgamemaker.com/dsgmforum/vie...1&p=4682#p4682
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April 7th, 2011, 14:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Owen offers us his version 1.77a 3D rail shooter for the Nintendo Wii, " Newo Shooter . "
Version 1.77a - April 05, 2011
Added 2 new levels. Total levels now 10.
Added support for NunChuck, Classic, and Gamecube controllers.
Added background music (Safe For Now by jmickle )
Added new sound effects created using sfxr ( sound effect generator by DrPetter )
Added options menu (in game press "+" or on title screen press "B" or "Start"):
BGM Volume - set background music volume
SE Volume - set sound effects volume
Invert Up - switch the flying controls to be able to press up to move the ship down or reverse.
HUD - hide the health meters and small text in game.
Rumble - disable the wiimote rumble feature.
Dual Stick - YES allows free control of the targeting cross-hair with the right stick ( classic / gamecube controllers)
Pointer - same as above but with Wiimote IR (default=YES). When this is NO the target cursor follows movement of the ship.
Quit/Exit - Leave the level or game.
Added settings.txt (sound volume options, game variables and current planet are saved between games, woot!)
Added new stardust effect "starhighway" (used in level 9 and 10).
Added Blue power-up which increase player's bomb radius by 25x.
Added ship pitch, ship yaw and banking effect to screen.
Added small font for menus.
Added new targeting system that follows the ship. (Set Pointer=NO in the options)
Updated score system, bigger numbers and multipliers
Added super awesomeness and fixed many little bugs in the game and levels.
Download Here
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April 7th, 2011, 14:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
crediar offers version 0.1 of " DSaveManager "utility for transferring files from a backup nintendo DS/3DS via a wireless LAN to PC.
Usage:
Setup WFC via a game
Change the IP in the dsm.ini to that of the PC running the DSM.exe (Leave a newline at the end of the IP)
Load the DSM.nds on your DS/DSLite, any method should work fine.
Follow the onscreen instructions!
Download Here
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April 7th, 2011, 14:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
3DSaveTool can be used to find the XOR key used for encryption and use it to encrypt/decrypt EEPROM savefiles of 3DS games.
Change log :
v0.2b
fixed a bug in the 0xFF block detection
v0.2
de/encrypting now starts at 0x1000
fixed a few new line errors in the usage info
when de/encrypting only 512byte blocks of 0xFF are skipped now
fixed a bug which would not de/encrypt the last 0x2000 bytes
Download Here
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April 7th, 2011, 14:26 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
T-Craft offers version 0.0.3 of " 3DAlbum "PC utility that allows you to view your 3D photos taken with your Nintendo 3DS.
Overview
Nintendo 3DS 3D pictures can be viewed on a PC.
3D without special equipment, such as a monitor a 3D stereoscopic glasses and photos.
By using red-blue glasses, you can more easily experience the stereo.
Not who experienced guides show you stereo sound stereo, I could not recommend it to people.
file extension can be read DFO.
Since free software is available free of charge.
0.0.3 - 2010/04/04
red and blue glasses to display the phrase "anaglyph" changed.
Fixed a problem with high MPO was killed by opening the file. (Thanks to Shiva)
Download Here
Source: 3dalbum.tcraft.biz
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April 7th, 2011, 14:21 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Ant512 offers version 1.2 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the model window of the Amiga OS .
Woopsi 1.2 is out now!
http://woopsi.org
There are more changes in this release than I expected. Most of them are bug fixes. There's a fair amount of refactoring, and there are a few new features. Note that this release includes breaking changes, but they aren't difficult to fix.
The full changelog follows...
Fixes:
- Screen flipping/ordering does not occur if only one screen is visible.
- Removed ability to set font draw colour/monochrome from font classes; replaced with explicit "colour" parameter to all draw methods.
- Removed height member from FontBase and transplanted all methods to PackedFontBase, making FontBase data free.
- Minor tidying in gadget.cpp.
- Removed width and height members from BitmapBase and transplanted to BitmapWrapper, FrameBuffer and Bitmap.
- Removed constructor from FontBase.
- Gadget::checkCollision(Gadget*) will ignore collisions with hidden gadgets.
- Gadget::checkCollision(Gadget*) now accepts a const Gadget*.
- Replaced Gadget::swapGadgetDepth() with Gadget::changeGadgetDepth().
- Rewrote Gadget::swapDepth() to be more intelligent.
- The index to which Gadget::swapDepth() moves the gadget is now determined by swapDepth() instead of the parent's swapGadgetDepth() method.
- Clicking the depth button in an AmigaWindow no longer results in graphical corruption.
- Removed Screen::swapGadgetDepth().
- Removed Woopsi::swapGadgetDepth().
- Minor tidying and optimisations.
- Gadget::_decorationCount is an s32 instead of a u8.
- Fixed array index confusion in RectCache::markRectDamaged().
- Fixed bugs in Graphics::floodFill().
- Stack methods in Graphics class expect a reference to a stack as a parameter instead of pointer.
- Removed static variables from Woopsi class.
- Gadget::checkCollision(Gadget*) shortcuts if a gadget is being compared with itself.
- Removed unused Gadget::GADGET_NO_RAISE_EVENTS flag.
- Removed redundant Woopsi::goModal() method.
- Replaced AmigaScreen-specific flags with extra constructor parameters.
- Replaced AmigaWindow-specific flags with extra constructor parameters.
- Woopsi::handleClick() correctly interprets clicks on children of the context menu.
- Sliders choose a more appropriate size when max value == min value; fixes scrollbars in empty ScrollingListBoxes.
- AmigaScreen doesn't lose focus when depth gadget is clicked if it is not lowered to the bottom of the screen stack (ie. only one screen).
- Removed concept of "close type" from Gadget.
- ListBox: nClick() won't crash if the area clicked doesn't contain an option.
- Woopsi gadget passes its style object to the two background screens it creates.
- ProgressBar accepts a style object in its constructor.
- Removed GadgetFlagTypes from Gadget class.
- Removed flags from all gadget constructors.
- Changing label borderless state correctly repositions text.
- Gadget::setBorderless() is virtual.
- Label redraws minimal amount when text is changed.
- TextBox redraws minimal amount when cursor moves.
- Gadget::raiseGadgetToTop() parameter name in header file agrees with source file.
- Fixed consistency of Gadget method names:
- moveChildToDeleteQueue() renamed to moveGadgetToDeleteQueue().
- moveChildToShelvedList() renamed to moveGadgetToShelvedList().
- moveShelvedToChildList() renamed to moveShelvedToGadgetList().
- removeChild() renamed to removeGadget().
- getChild() renamed to getGadget().
- getChildCount() renamed to getGadgetCount().
- closeChild() renamed to closeGadget().
- shelveChild() renamed to shelveGadget().
New Features:
- Added Gadget::getHighestCollidingGadgetIndex().
- Added Gadget::getLowestCollidingGadgetIndex().
- Added text member to GadgetColours class - text colour can be defined individually.
- Added Gadget::getTextColor().
- Added Gadget::setTextColour().
- Added Gadget::setDecoration().
- Added Label:: setBorderless ().
- Added Label::markTextRectDamaged().
- Added Bitmap::setDimensions().
- Added Bitmap copy constructor.
Download Here
Source: forum.gbadev.org
Site Officiel : woopsi.org
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April 7th, 2011, 14:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bb15af55d0b518
Ced-le-Penguin completion of version 0.5 beta 1 "Micro Lua DS Simulator" that could qualify emulator Mr projects in lua code with Micro Lua DS. Indeed, Micro Lua DS Simulator allow to launch projects on PC Simulating Micro Lua Lua interpreter DS.
=== 6 avril 2011 - version 0.5 beta 1 ===
Hello,
The first draft of version 0.5 of MLS is (finally) Release Very Happy
Warning, if you're interested, the file mls.ini now has 3 options +, so please take a look at one supplied with the new version. What's new 1, 3 and 4 below using these options.
Here are the changes compared to the 0.4 final:
added configuration option fake_root, which emulates the root of the SD card of a linker, replacing the initial slash into absolute paths by "fake root" specified in the config file. By default, this folder. / Sdcard at the root of MLS
in addition to the above option, paths starting with "fat: /" are now supported (even if they seem used in ancient scripts)
it is now possible to disable the "libs emulation" in the config file, ie to make unavailable certain booksellers and functions in ML are actually provided by the shell or libs. This allows to test the shell with MLS, and also to write and test its own shell
opportunity to choose a startup script (= shell) that will start automatically if you do not specify any command line script. The default is / lua / libs / libs.lua, as in ML, but you need to uncomment the corresponding line in the config file and also copy the libs / shell in the right place. If you use the fake_root cited above, the path will be <fake root> / lua / libs / libs.lua (=. / sdcard / lua / libs / libs.lua if you have not changed the root SD default)
Sprite: start / stop / resetAnimation () are implemented (finally)
Image: behavior mirrorH () and mirrorV () was incorrect
Canvas: X2 and Y2 were misused in most functions
OpenGL clipping in screen.drawGradientRect () was incorrect
OpenGL: le clipping dans screen.drawTextBox() était buggé
OpenGL: fixed several problems with transparency
OpenGL: Canvas.newPoint () no longer crashes
OpenGL: ScrollMap is faster (at least when setTile () is not used)
wx: ScrollMap.draw () did not repeat the map
wx: Canvas.newPoint () not working on the bottom screen
wx: screen.drawGradientRect () does not work if x0> x1 or y0> y1
wx: screen.drawGradientRect () crashed with some color settings
System: listDirectory () now returns "." and ".." before other items
reload a script from disk crashed sometimes
log messages and error containing long file paths are now more legible
Boolean options in the config file were sometimes misread
http://microlua.xooit.fr/t179-Micro-Lua-Simulator.htm
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April 7th, 2011, 03:06 Posted By: wraggster
News via AEP
The NES emulator HalfNES has been updated.
Quote:
0.031 (4/3/2011)
Rewrote PPU to draw only 1 scanline at a time, instead of 8 scanlines like before.
(should fix various glitchy raster effects and status bars in various games)
Performance should actually be increased for most games.
removed the old tile caching system as it is no longer necessary.
Fixed the sprite priorities
improved VRC6 audio
made the VRC6 expansion audio work for the games other than Castlevania 3
:: Homepage
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