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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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February 23rd, 2011, 23:55 Posted By: wraggster
Nintendo revealed one augmented reality game included with the 3DS, yet there are five more it kept quiet about. But, inevitably, someone's leaked the lot.
In case you didn't know, the 3DS will come with a set of cards that will be used for special augmented reality games included within the machine - games that seemingly appear in the real world on the console's 3D screen.
We already knew about Face Raiders, which transforms 3D pictures of your friends' faces into floating targets that you shoot by moving the system around to aim. But there are five more games, details of which have been leaked to Wired.
'AR Shot' is apparently "a combination of pool and mini golf". You use a cue stick to hit a ball around a mini course and sink it down a hole at the end - all done on your dining table. You walk around your table (or chosen surface) to make your plays.
'Fishing' turns your table into a body of water and you move your 3DS to manipulate your rod, dipping your line into the water to yank out fish of increasing size (you occasionally see sharks). Sounds amazing, that.
'Graffiti' lets you draw on surfaces with a range of paints, paintbrushes and other special effects like fire. You can then manipulate your drawing with the buttons.
'Star Pics' uses multiple AR cards, each one with a different Nintendo character drawn on them: Mario, Kirby, Link, Samus and Pikmin. the first picture of those can be seen here. When you point the system's rear-facing cameras at these cards it makes the corresponding characters appear. You set up a scene and take pictures of it. Neat.
'Mii Pics' sounds like the same basic idea as 'Star Pics', only you use Mii characters instead.
[ Source: Wired ]
http://www.computerandvideogames.com...VG-General-RSS
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February 23rd, 2011, 10:51 Posted By: wraggster
The first few Nintendo 3DS review scores and analysis have hit the net, taking aim at the launch line-up.
The scores come from Japanese mag Famitsu ahead of the release of Nintendo's handheld over there on Saturday.
Here's the full verdict on the 3DS launch line-up along with closing comments on some of the titles from the mag.
They're translated by Andriasang but we've totted up the totals at the end (since we can't be sure what each individual number refers to) to save your head from some maths:
- Super Street Fighter IV 3D Edition: 9, 8, 8, 9 [34/40 - 85%]
"Graphics are good. The 3D versus option is a show for the system's 3D, but it can be a bit hard to see. The touch controls are convenient."
- Samurai Warriors Chronicles: 9, 9, 8, 8 [34/40 - 85%]
"There's a lot of volume, and the missions are enjoyable. The 3D makes it easy to grasp enemy position. The game's real time simulation elements are enjoyable."
- Winning Eleven 3D Soccer: 8, 8, 8, 8 [32/40 - 80%]
"The game is lacking in terms of modes, but the standard modes are there. The feeling of distance and closeness is increased because of the 3D depth. The text is a bit hard to see."
- Puzzle Bobble 3D: 6, 6, 6, 6 [24/40 - 60%]
- Nintendogs cats: 10, 9, 9, 10 [38/40 - 95%]
"The fur is realistic and the wireless elements are good. The game can be enjoyed by anyone."
- Ridge Racer 3D: 8, 8, 7, 9 [32/40 - 80%]
"There are few modes. Beginners can easily drift, but the rival car difficulty is high. Good points include the BGM and the inclusion of many old courses."
- Combat of Giants Dinosaur 3D: 6, 6, 6, 5 [23/40 - 57.5%]
- Professor Layton and the Miracle Mask: 8, 8, 8, 8 [32/40 - 80%]
"The puzzle solving doesn't use 3D too much, but investigating a screen with depth feels good. The game is enjoyable in 2D as well."
- Shanghai 3D Cube: 7, 7, 7, 5 [26/40 - 65%]
- Super Monkey Ball 3D: 9, 8, 8, 7 [32/40 - 80%]
"The gyro-based controls don't fit with 3D. Playing with the gyro controls is fun, but when the 3D is turned on for this, it's a bit difficult to play."
Yesterday reports emerged of an amazing 3DS GAME deal, which essentially lets you try before you buy.
You can also let us know which 3DS launch titles are preparting to float your boat in the comments field below.
[ Source: Andriasang ]
http://www.computerandvideogames.com...VG-General-RSS
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February 23rd, 2011, 01:23 Posted By: wraggster
The North American launch details for Nintendo 3DS have been finalized. In addition to Face Raiders and AR Games, both pre-installed on the hardware, the system will launch with three first-party games: Pilotwings Resort, Steel Diver, and nintendogs + cats. Each first-party game has a suggested retail price of $39.99.
Thirteen third-party games will be available on March 27th, including Super Street Fighter IV 3D Edition and Rayman 3D. Nintendo promises that thirty games will be available for the platform by E3 expo. The Legend of Zelda: Ocarina of Time 3D, Star Fox 64 3D, Kid Icarus: Uprising and a new Mario Kart game will all be available before year's end.
http://www.joystiq.com/2011/02/22/ni...erica-40-each/
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February 23rd, 2011, 01:06 Posted By: wraggster
Shop GAME will give you a trade-in price of £190 on the £196.99 Nintendo 3DS if you bring it back within a month of buying it.
This price is guaranteed only if you trade the Nintendo 3DS in by 25th April, MCV reports.
There are a few conditions, however. The order must be placed online, and you must keep hold of your packing receipt. GAME's in-store Nintendo 3DS price is £220.
If you want to trade for cash, you'll get £180 – effectively meaning the Nintendo 3DS, which goes on sale on 25th March, costs £17 to rent for a month from GAME.
It's all part of GAME's Play Now / Trade Later offer. A similar promotion was attached to Atari's online-enabled racer Test Drive Unlimited 2 – GAME guaranteed a buy back price of £34.99 on the 40 quid game.
http://www.eurogamer.net/articles/20...trade-in-price
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February 23rd, 2011, 00:58 Posted By: wraggster
Pokemon developer GameFreak has explained why their games launch in the US and Europe so long after they do in Japan.
It's because the Japanese developer cares so much about the Pokemon names.
"The gap between the Japanese launch and the European launch is because we always try to make the best videogame experience for not only Japanese users, but the people in other countries who enjoy localised videogames," game director Junichi Masuda told Eurogamer in a new interview.
"For example, we take care with the Pokemon names. We can all adapt Japanese names to Europe, but then sometimes it wouldn't mean anything to the European kids and players. So we always take all the processes seriously when we localise."
Pokemon Black and White will launch on the DS in Europe on 4th March and in the US on 6th March – nearly half a year after the games went on sale in Japan.
That sounds like a long time to change some Pokemon names, but independent developer GameFreak insists the process is getting smoother and shorter.
"For Black and White we totally changed the scheme of the organisation," Masuda revealed. "This time we translated directly from Japanese to all other languages. Before, we localised from Japanese to English, and from English to other European languages. So this time it was Japanese directly to European languages.
"That made the launch timing a little closer to the Japanese launch. This time, the launch in Europe is 4th March, which is two days before the US launch. So we're making an effort. This time we had many new localisation staff."
The next Pokemon games are rumoured to be in development for the Nintendo 3DS.
Pokemon Black and White were the best-selling game in Japan last year. Since launch in September they had amassed nearly five million sales.
http://www.eurogamer.net/articles/20...-pokemon-games
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February 22nd, 2011, 02:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d7aca2a1860dcc
ibBAG is a library for the Supercard DS Two with the use of the Supercard sdk that contains functions to make development easier and faster. This library includes graphic routines such as bitmap, png and jpg loading, an audio system for easy playback of wav, raw or ogg audio, easy input detection, various text functions, and some debug functions.
libBAG R4
-corrected a typo in BAG_OGG_UpdateOgg function
-added BAG_BmpTxt_GetCharHt and BAG_BmpTxt_GetStrHtPix functions
-added full transparency support for png loading and added frame width and frame height args to the function
-fixed bitmap loading functions to use the arguement order of the other format functions for consistancy. Now takes filename first before the object handle
-Bmp font system now supports alpha masks
-png font supported in bmp font system
-added BAG_Core_InitEx (BAG_InitEx) for customizing more options in the initialization of libBAG
-added BAG_Display_LoadBmpChunk - can load specified pixel areas of an image into a buffer rather than the whole image
-fixed some possible memory leaks in BAG_Display_LoadPng
-added the ability to check for stylus double clicks with Stylus.DblClick
http://libbag.atfreeforum.com/viewtopic.php?f=3&t=10
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February 22nd, 2011, 02:14 Posted By: wraggster
News via nmax
Many have dreamed of, it's done! There is indeed a MMORPG for the Nintendo DS, " dubquake "whose version 1.3 is released in late 2010.
Despite my many attempts to connect to server, I did not manage to join a game so if anyone has any info on this ...
Attention all dubquake fans !
As some of you might already know, Julie & I have left Paris to live in San Francisco for at least a year ! We got here on the 13th, and we're now proud to offer you a new release of dubquake : Version 1.3 !
Here's a little (non-exhaustive) changelog for this new release :
[~] >> Monsters have Names
[~] >> No more Self-Attack / Self-Kill
[~] >> Monsters Attack Players
[~] >> Items appear upon killing Monsters (and can be picked up by walking over them)
[~] >> Shields
[~] >> New Maps
[~] >> Better Settings Management (+ Settings Menu)
[~] >> Network Speed Display
[~] >> New Items
[~] >> Improved text cutting
[~] >> Improved Network Protocol (mostly security features)
[~] >> Items Pagination (in all Item-Selection Screens)
[~]>> Minor Bugfixes
Previous versions won't work anymore, so be sure to download the new release from the Download page !
We hope you will all enjoy the new features and give us some feedback !
- Bresse
http://www.dubquake.net/
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February 22nd, 2011, 01:48 Posted By: wraggster
News via AEP
A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
21/02 - DSP Emulator 0.11b1 WIP 20/02
Another release of DSP 0.11b1 WIP binary and source.
Added new CPU MCS51 serires.
Added MCU i8751 to Black Tiger (removed protection patches).
Added ´Repulse´ driver with sound.
:: Homepage
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February 22nd, 2011, 01:33 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for 7223
Some fixes for the "Cheat Search" feature :
- Replace ToLong() with ToULong(), as to allow values in the [0x80000000..0xFFFFFFFF] range to be parsed correctly without failure.
- Remove the "val_base" hack, as it breaks hexadecimal values beginning with '-'.
Simply passing 0 as the second parameter to ToULong() is enough, as mentioned on this page: http://msdn.microsoft.com/en-us/libr...VS.100%29.aspx
- Changed the error message (and some of its translations) to reflect that octal values are now auto-detected ("supported") as well.
To users:
Note that values beginning with '0' (not "0x" nor "0X") are now interpreted as octal values instead of decimal values. So be careful when using those!
Download Here --> http://www.dolphin-emulator.com/download.html
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February 22nd, 2011, 01:18 Posted By: wraggster
Annoyed that the new lights he bought for his apartment lacked power switches, Instructables user [p.arry.drew] decided on install a pair of wireless light switches. Not content to use the remotes separately, he decided to see if he could cram them both into an old NES controller, making for a nice all-in-one wireless light commander.
He disassembled the light switch remotes, cutting off a bit of the battery contacts to ensure they fit in the game pad. He then pulled apart his NES controller, removing the cord and adding some foam padding to ensure that the buttons fully contacted the wireless switches when pressed. A few bits of wooden dowel were added to keep everything in place, then the controller was reassembled.
His creation makes for a very convenient method of controlling several light switches from once source, plus the packaging is pretty handsome as well. These remote light switching solutions seem to be all the rage lately, so keep them coming!
Read on for a quick video of his remote light switches in action.
Read the rest of this entry »
http://hackaday.com/2011/02/21/nes-g...ght-commander/
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February 21st, 2011, 00:55 Posted By: wraggster
DragonMedia Player 0.25 released by DragonMinded
Music player for the Wii. It has a nice interface and is skinnable. It plays mp3, ogg, flac and other formats but does not work with wma. As of 0.25, it now supports m4a and mp4! It is a native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii. As of 0.2, DMP now supports Samba sources as well as USB and SD already available. Please visit the website listed on the right for more information!
0.25 Alpha - Added support for AAC, M4A and MP4 file format
- Songs now continue to play from old directory when browsing through directories
- Fixed a crash bug with modules that don't load properly
- Fixed an issue where sometimes it would take several seconds to play the next song
http://dmp.dragonminded.com/
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February 21st, 2011, 00:48 Posted By: wraggster
News via http://thatotherdev.wordpress.com/20...%e2%80%93-wii/
Here is the first release of The Untitled Project’s Wii port. As a fun side note its also my first polygonal 3D game on Wii and my first time using GX directly (I was actually going to use GL2GX but decided against it at the last minute). For anyone unfamiliar with it The Untitled Project is (or will be) an open world (massive and open ended streaming city) science fiction (think cyberpunk not space opera) action RPG.
At this point in time it in no way resembles a game. Its even more incomplete then its PC/PS3 versions. There are no collectibles, no saving, no functional elevators, no minimap, the worlds is smaller, there is no lighting of any kind, no mipmaps, none of the testing stuff like ghost mode or the ability to increase or decrease the draw distance is included, not only is the character you play as not animated but it doesn’t even turn to face the direction you are moving.
But its a start and on the upside it does run a lot smoother then I was expecting which has led me to believe that it could in fact end up working out well on Wii.
Use the analog stick to move, the directional Pad to turn, and the A button to jump.
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February 20th, 2011, 23:31 Posted By: wraggster
Pate has posted a new release of his Dos Emulator for the DS and those with the Supercard DSTwo Flash Cart which enables more ram for the emulator and thus makes supporting more Dos Games much more likely:
This version has a lot of new protected mode opcodes supported, based on the debug logs you have been sending. Thanks again for those! This version might now run a few more 386-specific games, for example I have been able to make Warcraft: Orcs & Humans start up into the actual game. Every now and then it fails with an unsupported I/O port, which seems to be caused by the game sometimes detecting the SoundBlaster as using DMA channel 3, while in reality it uses DMA channel 1. I suspect there are still some rather serious problems in my audio handling.
I have also made some minor performance improvements, the things mentioned in my previous blog post, and I also moved the temporary variables used by the Mode-X graphics mode opcodes into the small data segment which is accessed by the GP register. This makes the Mode-X graphics handling (as used in Doom, for example) slightly faster.
While making the performance improvements, I again ran into the weird keyboard reading problem I originally fought with at the beginning of this year. After various tests I was able to determine that when I used the new improved Mode-X code (which was slightly smaller), the keyboard behaved very erratically, but going back to the original slightly larger Mode-X code got rid of the problem! The weird thing is that this problem happens immediately in the 4DOS prompt, when none of the changed Mode-X routines have even been run yet!
So, in the end I had to add 1000 bytes of filler at the end of the Mode-X graphics code to make the keyboard reading work properly! This obviously makes absolutely no sense, and I will remove the extra filler bytes as soon as I can figure out what the real problem is. It seems like some sort of alignment problem in the DS2 SDK code that handles the communication between the ARM side and the MIPS side, but that is just a theory and without knowing the internals of the communications code I have no way of properly testing this theory.
I haven't been able to handle all the issues mentioned in the debug logs yet, but many games should at least progress further. Please send me the new debug logs again for this version, and I'll again try to implement as many fixes as possible to the next version.
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February 20th, 2011, 23:20 Posted By: wraggster
Pate has posted a new release of his Dos Emulator for the DS:
The changes in this version are:
Built with libnds 1.5.0 (from Feb 14th). This might make it possible to use the DSi mode via a so called "sudoku hack". I don't have access to such a hack, so I have no way of making sure whether it works or not.
New Smooth screen scaling mode added. NOTE! This mode currently only works in CGA and MCGA graphics modes, all other modes simply show a black screen (or some corrupt data) when going to Smooth screen scaling mode. The Smooth scaling in MCGA mode causes a severe performance hit, so it is not recommended unless you run DSx86 in DSi mode.
I plan to implement the smooth scaling screen modes to EGA and Mode-X graphics modes as well, but both of those will also cause a severe performance hit. I'll also look into the possibility of adding smooth scaling to 80x25 text mode, simply by using a narrower font.
The longer term plans are to add 80286 protected mode features, and taking advantage of the larger RAM in DSi mode, to be able to run Windows 3.0 in Standard mode on a DSi.
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February 20th, 2011, 21:54 Posted By: wraggster
News via AEP
A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
DSP Emulator 0.11b1 WIP 17/02
Another release of DSP 0.11b1 WIP binary and source.
Namco System 86 cleans, optimized HD6309 CPU and fixed M6809 DAA opcode. Added ´Roc´n Rope´ driver with sound.
:: Homepage
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February 20th, 2011, 21:42 Posted By: wraggster
News via AEP
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
February 19, 2011
Nintendulator´s builtin iNES header editor now disallows setting the NES 2.0 battery-backed PRG/CHR RAM fields to nonzero values if the SRAM flag is cleared. Additionally, all unused fields will be properly zeroed out when saving the header.
Notable changes include added NES 2.0 support, various emulation fixes, and numerous added or improved mappers.
:: Homepage
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February 20th, 2011, 16:27 Posted By: wraggster
news via nmax
spinal propose la beta 3.1 de "iMenu", menu alternatif au design inspiré de l'iPod touch/iPhone destiné uniquement au linker SuperCard DSTwo.
-b3.1 update-
* move icon screen overlap fixed
* all top screen text have different colours
* top screen text can be placed seperatly (time, date, day, icon, icon name, icon note)
http://spinalcode.co.uk/index.php/pr...onsoles/imenu/
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