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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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December 30th, 2010, 01:15 Posted By: wraggster
Oh boy -- get ready for years of competing studies and hysterical news reports claiming that 3D is either life-threateningly dangerous or perfectly safe. (Cellphone radiation, take a backseat.) Today's delightful round of panic comes courtesy of Nintendo's Japanese warning guidelines for the 3DS: players are advised that 3D gameplay causes eye fatigue more quickly than 2D gaming and are told to take a break after 30 minutes of play -- and you should quit immediately if you get ill, which makes sense. Nintendo also says that children under six shouldn't use the 3D mode at all, since their eyes are still developing, and that parents can use controls built into the 3DS to lock it into 2D mode for children.
http://www.engadget.com/2010/12/29/3...ng-label-edit/
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December 30th, 2010, 01:13 Posted By: wraggster
The famed Ben Heckendorn concocted the first Wii Laptop of note way back in 2007, but ever since, the modding community at large has been toiling away on ways to improve it. ShockSlayer, a member over at Mod Retro, has accomplished just that, with his predictably titled Wii Laptop relying on a 7-inch LCD, an integrated sensor bar, a couple of polycases and inbuilt speakers. There's hardly anything here that couldn't be found at your local Radio Shack, save for the SunDriver -- that particular product has enabled him to ditch the DVD drive and install a SATA HDD within. From there, he burned his Wii game discs and loaded 'em all inside, making the whole thing extra mobile. Oh, and did we mention that it's powered by rechargeable batteries? Because it is. Marvel at the completed device in the video after the break.
http://www.engadget.com/2010/12/29/w...ortable-video/
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December 30th, 2010, 00:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...9fec48bbcaaece
Alekmaul offers version 1.0 of "Maziacs" remake for the DS game's action / adventure of the same name released in 1983 on ZX Spectrum. Registered gaming to the DS Dev Nintendomax Competition 2010.
A simple but challenging short game, putting you in a maze inhabited by monsters in which a treasure is hidden in a chest.
Your task is to find safe and avoiding being killed by monsters, it back to the starting point.
To help you, you had swords that you can win battles, prisoners who show you the way to go and food to restore your energy.
Be careful because you can not have a sword and the treasure at the same time.
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December 29th, 2010, 01:23 Posted By: wraggster
Our friends in Japan often have ... peculiar tastes when it comes to their gaming passions. Specifically, they are taught from a young age to despise any game in which they don't capture monsters. Fact: The nation's most popular T-shirt actually reads, "I'd rather capture a monster than my next breath of oxygen." It's true!
It's an even more impressive accomplishment, then, that the country's first game to sell six million copies on DS doesn't feature any monster capturing to speak of. No, it's New Super Mario Bros., which hit 6,015,255 units as of December 26 according to the latest Enterbrain data.
Congrats, Mario. Now, if science ever figures out a way to put monster catching into one of your games ... well, let's just pray it never comes to that.
http://www.joystiq.com/2010/12/28/ne...-seller-on-ds/
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December 29th, 2010, 01:22 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11960.html
For those of you who have not heard of it, SM64 Star Road is a complete SM64 hack I (Skelux) am working on which will contain all new levels and a total of 121 stars. There are many previews available on Youtube you can watch if you are curious to see some of the beta gameplay (Link below).
Below is a list of all levels I have started or finished making. It is quite possible the hack will be finished some time this year.
Levels with an asterisk(*) do not have a confirmed name:
•Bob-omb Island - Complete
•Silent Glade Ruins - Complete
•Sky Land Resort - Complete (Left image)
•Mad Musical Mess - Complete
•Lagoon Side Hideout - Complete
•Melting Snow Peaks - Model is 3/4 finished
•Koopa Canyon - Model 2/4 complete, music complete
•*Giant Land Treeway - Completely planned, no model started
•*Boo Broadwalk - Model 1/4 complete
•*Cloudy Fields - Some minor theme ideas and a custom behavior
•Star Ocean Tower - Hub exterior, model 3/4 complete
•*Metal Cap Challenge - Model 1/4 complete
•*Goomba Mountain - Model 2/4 complete
For those interested in trying out the kind of level design Star Road will have, I just released a Christmas special (Right image) which is available for download through the link in it’s video description.
Relevant Link: (http://www.youtube.com/user/Skelux)
Sounds Awesome
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December 29th, 2010, 01:20 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11946.html
After a few years of work, The Romhacking Aerie has released a complete translation of the Game Boy Advance strategy RPG “Super Robot Wars J”. This is a full localization, including graphics, and a lot of time and effort went into its development.
Much like other games in this franchise, Super Robot Wars J combines the characters and plot lines of several licensed robot anime together, birthing a thoroughly crazy strategy RPG in the process. That said, there’s a lot to like here, even if you don’t have any interest in giant robot cartoons.
Everything is translated, and, to our knowledge, fully working. Enjoy!
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December 29th, 2010, 01:10 Posted By: wraggster
We may still not have an official price for the Nintendo 3DS, but it looks like you can now at least count on yet another unique gaming experience not found on other handheld systems. Konami recently announced that its "Project Loveplus" dating simulator for the system will not only take advantage of the system's 3D capabilities, but that it will also include a so-called "boyfriend lock" that uses facial recognition to prevent any virtual cheating. Apparently, if someone else picks up your 3DS and tries to play the game, your virtual girlfriend will act confused and respond with phrases like "who are you?" -- which, incidentally, is a question you might also want to ask yourself before looking for ways to import the game from Japan (yeah, don't count on this one being released over here).
http://www.engadget.com/2010/12/27/k...on-to-block-v/
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December 29th, 2010, 01:08 Posted By: wraggster
Retro gamers, take note -- The Legend of Zelda is back, and this version's more intriguing than ever. From the pits of a mythical, magical unknown lair has arisen an early build of the original FDS version of Zelda, and thanks to the wonders of the internet (along with a few dedicated Earthlings), we're able to break down the differences between the prototype and the retail edition, download the FDS image and pore over the disk scans. From what we've been able to gather thus far, the early version is quite a bit easier to beat than the final build, with fewer enemies, easier money and more gullible partners. Sounds like our kind of place. Hit the links below to nerd out in fantastic fashion.
http://forums.lostlevels.org/viewtopic.php?t=2471
http://www.engadget.com/2010/12/28/t...f-readily-ava/
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December 28th, 2010, 23:29 Posted By: wraggster
[Frode] felt that using the keyboard for gaming on his old IBM XT computer was simply too noisy. He came up with a much quieter way to game by building an XT adapter for an original NES controller. If you haven’t explored the communication protocol used by the NES peripherals this is a great way to learn. Inside you’ll find a CMOS shift register that captures button states when it receives a latch signal. With that in mind [Frode] came up with a circuit to gather the bits from the controller, and generate input commands using the XT keyboard protocol without using a microcontroller. All of this is explained in the demo after the break.
Most of the NES controller hacks we see permanently alter the hardware. It’s nice to see one used without cracking it open.
http://hackaday.com/2010/12/24/gamin...es-controller/
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December 28th, 2010, 22:59 Posted By: wraggster
Pate has posted the first release of his Dos Emulator for DS & Supercard DSTwo Flash Cart
Well, here it finally is, the first alpha version of DS2x86! Please note that this is a very early alpha, and it has a lot of bugs and missing features. You should consider this just a test bench for my DSx86 port to the built-in 360MHz MIPS processor of the SuperCard DSTwo flash cart. But, since a few games seem to be somewhat playable already, and as I sort of promised an alpha version by the end of the year, here it is!
Installation
If you already have a working DSx86 installation on your flash cart, all you need to do is to copy the "DS2x86.plg", "DS2x86.bmp" and "DS2x86.ini" files into the "_dstwoplug" directory of your SD card. DS2x86 can use the same DSx86.ini file that you have used in the original DSx86. You can also use a separate DS2x86.ini if you wish to have different settings for DS2x86 and DSx86. NOTE! Do not confuse the two DS2x86.ini files! The one included in the zip file is the one required by the DSTwo plugin system, the one in the /data/dsx86 directory (and created by you) is the one used by the DS2x86 itself for game-specific configuration.
If you do not yet have the original DSx86 on your SD card, follow the instructions on my download page (or at DSx86 Compatibility Wiki). It is recommended you familiarize yourself with the original DSx86 first, before testing DS2x86. Or, you might want to wait for a more stable version of DS2x86 before installing it.
Limitations compared to DSx86
Obviously, DS2x86 only runs on the SuperCard DSTwo flash cart, as it uses the MIPS processor of that cart, not the ARM processor of the Nintendo DS/DSL/DSi itself.
Not all 80186 opcodes have been ported over yet, so some games that do run in the original DSx86 will not run in this alpha version yet.
Audio support is very poor, only SoundBlaster 8-bit DMA audio is supported, all other audio output is still missing.
ScreenMode "Jitter" was removed. If the configuration ini file uses Jitter, it will be replaced by Scale.
ScreenMode "Scale" only works in MCGA and EGA modes, not in Text, CGA or Mode-X graphics modes.
Screen refresh rate is locked to 15fps. I just recently noticed that there are various problems with both keyboard reading and screen refreshing when attempting to use higher refresh rates. I hope to fix these issues and allow faster screen refresh rates in the future.
All high-resolution EGA, VGA and Mode-X graphics mode support is still missing. You will either get a black screen or the previous mode graphics sticking on the screen when going to high-resolution graphics mode.
Mouse support is mostly missing, and what little support there is, is still completely untested.
No blinking cursor on the DOS prompt.
Enhancements compared to DSx86
Some 386-specific opcodes are supported. The support is blotchy at best, so it is more than likely you will run into an unsupported opcode when testing a 386-specific game.
The x86 Parity and Auxiliary Carry flags are properly supported (it was architecturally impossible to support these properly in the original DSx86).
The screen scaling uses proper linear interpolation, which produces better image quality than the hardware scaling used in the original DSx86.
Speed! You can select the CPU speed between 60MHz and 396MHz, with the emulation speed ranging from 10MHz 80286 machine to 40MHz 80386 machine. Note that speeds lower than 240MHz might have stability issues, as the DSTwo interface can not keep up with the amount of data needing transfer.
Issues you might run into
The keyboard reading has some synchronization issues when using non-default CPU speeds. If you notice key presses/releases to not get recognized, try changing the CPU speed (by clicking on the touchpad MHz indicator).
If DS2x86 drops into the debugger, it has written a debug crash log into the dsx86dbg.log file. Please send this file to me so that I can add support to this opcode in future versions!
You might also get a "Blue Screen Of Death" on the lower screen, stating that a certain exception has occurred. This does not get written to the log file (as the system status is unstable at that point), so if you can write the numbers down and email them to me, together with information about what you were doing, that would help me in improving DS2x86.
Thanks for your interest in DS2x86! Have fun testing it, and again, please remember this is a very early alpha version! Be surprised if something actually works, not if it fails! :-)
http://dsx86.patrickaalto.com/DSblog.html
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December 28th, 2010, 22:56 Posted By: wraggster
News via http://tomdevsblog.drunkencoders.com...-x-mas-update/
Well that was fast
I just wanted to make this demo a bit more in a christmas theme, so yeah I changed the bg + fixed some animation problems (when not walking, mario was sometimes using frame 1 (walking) but there’s still lack of a jump animation):
so here the download link to both the rom and source(if you dare/want to look at it:P)
http://dl.dropbox.com/u/7943543/project.zip -> source
http://dl.dropbox.com/u/7943543/project.nds -> rom Don’t use no$gba, for some reason the rom doesn’t work correctly in this emulator(it does in desmume and on real hardware)
Furthermore I wanted to tell that the arm7 is not yet in assembly (just copied it from the template in the nds examples and removed a lot of unused stuff). I’m also planning to use libfilesystem, and this is something I won’t rewrite in assembly so yeah, it’s going to be a platformer in 99% assembly.
edit: I just implemented libfilesystem, this means that I’ll be able to put loads of data into the rom Collision maps too, so that will most likely be my next task
Merry Christmas and a happy new year!
Tom
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December 28th, 2010, 22:47 Posted By: wraggster
News via http://blog.ishopvideogame.com/2010/...zmodchips.html
New DSi hack can reportedly install channels and launch content — could we soon see a Homebrew Channel setupfor DSis? How great would it be to have Moonshell installed on your portable, allowing you to watch videos from you SD card? Or to boot homebrew games (e.g. the Lone Wolfseries) just like any DSiWare app?
This is a teaser image for now, so you can’t try it out on your DSi just yet. The unnamed team working on this hack intends to show off a video within a week. Note that the group inserted a new image for the icon, unlike that old RAM patch trick that simply re-used the Flipnote frog.
According to OzModChips, this team has been working on this hack for a year now. For those of you doubting its authenticity, keep in mind that this seller was also the first to show off the PS3 Jailbreak, the Acekard 2i on a non-Japanese DSi, and more.
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December 28th, 2010, 21:35 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
Popolon offers version 0.88 of " msxDS "excellent emulator MSX/MSX2/MSX2 + for the Nintendo DS.
This update includes the following enhancements:
* Optimization code emulation of Z80.
* Emulate the wheel of Arkanoid.
* Redefinition of the L and R triggers for the following games (in ROM versions only.) Borf to 5-nin no Akuma (L / R = ESC), Caos Begins (L = F1, F2 = R), Dragon Slayer 4 ( ESC = L, R = RET), Higemaru Makaijima (L / R = F1), Hi no Tori (L = F2 = F3 R), King Kong 2 (L / R = F2), The Maze of Galious (L / R = F1), The Treasure of USAS (L = F1 = F2 R) Xorz (A = SPACE, B = m) and Yaksa (L = F1, F2 = R).
http://www.dev-fr.org/index.php/topic,4918.0.html
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December 28th, 2010, 21:34 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
Thungbard directed " MegaStopwatch "clock in the colors of the Nintendo DS for Megaman. Registered gaming to the DS Dev Nintendomax Competition 2010 .
My App Is A classic themed Megaman Stopwatch. Currently about 98% Functionality Of The fully-IS working.
- Standard Stopwatch: start / stop and reset counter counter
- Race Watch: saves up to 20 times if you're participating timing ou autres has marathon race.
- Lap Watch: saves up to 20 lap times for year Individual
- Egg Timer: let's you set a timer from 1 second to 99 hours
- Metronome: Beats per Minute from 1-399, not sure Why'd you'd Ever Need Something That fast.
- Saving / Loading: 5 Slots to store Save The State of Any Of The Above stopwatch functions.
- Configuring Button: Lets you assign "any button On the DS to be your Start / Stop and Reset Buttons are top of the Touch Screen controls.
The 2% That Is not Working yet Is The Basic Clock, Which Should not Be difficulty at all to finish.
Which leaves me With just a week to Work Under The Graphic Which is Currently Mostly missing are everywhere. Actually I do not expect Anything to Win, I just really Needed last week and a stopwatch WAS too cheap to go and buy one, so I figured I'd make one, and while I'm at it, I Might As Well Give it has theme. If anyone has "any suggestions for what else could" Possibly you want from a Stopwatch, that'd be great.
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December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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