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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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November 17th, 2010, 14:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15907.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.016 (11/16)
Audio - Sweep and DMC channel supported. Also fixed the frame limiter.
Added a way to change keybindings (if you can look up Swing keycodes) - see "settings.txt" file.
Removed options dialog for the moment since it didn´t do anything.
0.015 (Not Released)
Fixes to MMC1, addition of battery save support, and some unfortunate frame limiter bugs that it took a while to track down.
http://code.google.com/p/halfnes/
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November 17th, 2010, 13:38 Posted By: wraggster
New from Divineo China and available on Worldwide Shipping.
At the grand opening of Mario's third theme park, the first 100 guests receive a new Mini Pauline toy. Donkey Kong arrives as the 101st guest and finds himself out of luck. He grabs Pauline and heads into the park with Mario and his Mini Marios in hot pursuit...
Mario vs. Donkey Kong Miniland Mayhem is an action puzzle game in which players use the stylus to place objects like girders, springs, conveyer belts, pipes and ladders to guide the Mini Marios to the end door of each level.
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November 17th, 2010, 12:15 Posted By: wraggster
Kingdom Hearts 3D – the planned 3DS Square Enix/Disney cross-over role-playing game from Tetsuya Nomura – will connect to the yet-to-be revealed Kingdom Hearts III.
It'll do so both in terms of gameplay systems and story, Nomura told Famitsu magazine (translated by Andriasang).
Apparently it's possible the ending of Kingdom Hearts 3D will lead into the story of KHIII.
In 3D you'll be able to control Sora and Riku, and they'll both work differently. The game's central gameplay systems are "all complete", but Square Enix is still working out how to put them into the game.
The world selection for the game's Disney areas is also being worked on. SE plans to use all new Disney worlds this time around, but Traverse Town and other originals will reappear.
Meanwhile, work on Kingdom Hearts project, Birth By Sleep Final Mix is said to be "almost complete". It's all getting a bit complicated, isn't it? Let's recap.
Kingdom Hearts Re:Coded is due out on the DS in Europe on 14th January 2011. We've got Kingdom Hearts: Birth by Sleep Final Mix, the international version of Kingdom Hearts: Birth by Sleep, for PSP - that looks like a Japanese exclusive.
Then we've got Kingdom Hearts 3D, the working title for series' Nintendo 3DS entry. It'll be the seventh instalment in the franchise.
Beyond that there's Kingdom Hearts III, which is probably the big one but a long way off. Phew!
http://www.eurogamer.net/articles/20...nnect-with-iii
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November 17th, 2010, 12:06 Posted By: wraggster
Nintendo has discontinued its Wii Speak peripheral, according to an Amazon listing.
The product's sales page, spotted by GoNintendo, now reads "Discontinued by manufacturer: Yes."
This tallies with comments made last week by the developers of forthcoming SEGA FPS, The Conduit 2. High Voltage's creative officer Eric Nofsinger told BitMob that it was supporting the third party Headbanger headset for online multiplayer modes, rather than Nintendo's own hardware.
"Nintendo told us to not use Wii Speak," he explained.
Wii Speak, which allowed users to chat with friends online in supported games, launched in 2008, bundled with Animal Crossing: Let's Go to the City. It's only been utilised in a handful of games since, including Monster Hunter Tri, Endless Ocean 2, NBA 2K10 and Tetris Party Deluxe.
http://www.eurogamer.net/articles/20...nues-wii-speak
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November 17th, 2010, 12:05 Posted By: wraggster
Activision's GoldenEye 007 revamp is doing great business on Wii, Nintendo has claimed, proof that there is a healthy market for core games on the system.
Nintendo's UK communications chief Rob Saunders told MCV, "The sales of GoldenEye show that these titles can and do perform well on Wii.
"The idea that Wii owners are only after smaller mini-game compilations or first-party titles isn't true. A good quality title, supported well by both publisher and retail, has just as much chance of performing well as any Nintendo title."
The Eurocom-developed Bond shooter scored a solid 7/10 from Eurogamer's Simon Parkin last month and entered the UK charts at number 13, five places above its HD counterpart, Blood Stone.
We're not sure that quite qualifies as a smash hit but Saunders is right - it has performed better than most recent high profile third party core games.
Ubisoft's Red Steel 2 limped into the UK charts at 34 earlier this year, Rising Star's No More Heroes 2 couldn't even manage the top 40 and EA's on-rails shooter Dead Space: Extraction sold dismally.
The next third party to try its hand at a beefier Wii experience is Disney Interactive with Warren Spector's Epic Mickey, out on 25th November.
http://www.eurogamer.net/articles/20...ii-core-market
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November 16th, 2010, 14:45 Posted By: wraggster
Rovio CEO Peter Vesterbacka has confirmed that iPhone and Android smash hit Angry Birds will be coming to PSN, XBLA and Wii 'for starters' at the inaugural Virtual Goods Summit in London.
While Vesterbacka did not go into detail, he responded to an audience question on the matter with "Yes, we're doing PSN, Xbox and Wii. For starters."
The CEO also put paid to rumours of a direct sequel, but indicated that a new game is in the pipeline which will tell the story of the game's piggy enemies, as well as a multiplayer SKU which will operate in a similar fashion to "old school Worms."
The game has seen huge success on both iPhone and Android platforms, selling two million copies on the Google OS in just five days, while the Halloween special edition leapt to number one in the App store charts in the US and UK within 24 hours.
The developer recently clarified that its relationship with publisher Chillingo, which published Angry Birds and Cut the Rope, would not continue after EA acquired Chillingo last month.
Vesterbacka told TechCrunch that "you don't need publishers".
http://www.gamesindustry.biz/article...ing-to-console
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November 16th, 2010, 14:44 Posted By: wraggster
A trial date has been set for Ohio motion control firm Motiva's second patent infringement case against Nintendo.
The company claims that the Wii treads on the toes of its 2005 patents for a "human movement measurement system," which cover devices including a wireless handheld controller.
Motiva also filed charges against Nintendo in 2008, which resulted in a court-ordered re-examination of the patents in question and the closure of the case.
The new case is due an initial determination of November 4 next year, reports the ITC, with a final decision by March 2012.
Motiva's goal is a permanent cease and desist order against Nintendo of America.
Despite holding the disputed patents, Motiva has yet to release to market any product based on them.
http://www.gamesindustry.biz/article...-due-next-year
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November 16th, 2010, 14:35 Posted By: wraggster
Sick of waiting outside in the cold on the wee hours of Black Friday, only to get trampled on the way in to the store when the doors open? Walmart has a better solution: they'll open the doors at midnight. Yes, the sales start at the first minute of Black Friday, and the full list is after the break, but to get the really good stuff you'll have to hang around until 5:00am. That's when a Magnavox Blu-ray player (presumably the oft-discounted NB500) will go for $69, with $10 in VUDU credits thrown in for good measure. Or, you can get yourself a Nintendo DS Lite for $89, which is a very solid deal. Sure, it doesn't do 3D, but who says games need depth?
http://www.engadget.com/2010/11/16/w...lu-ray-player/
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November 15th, 2010, 23:43 Posted By: wraggster
Chris Hecker, the developer behind 2007's infamous "the Wii is sh*t" rant, has for the first time revealed the true extent of the impact his comments have had on his career.
In 2007, while at Maxis working on PC game Spore, Hecker took to the stage at the Game Developer Conference and called Nintendo's motion sensing console "a piece of sh*t", labelling it "two GameCubes duct-taped together".
His comments, predictably, hit the headlines. The following day Hecker apologised, saying, "I do not think the Wii is a piece of sh*t. Nintendo needs to be applauded for trying to interface on the controller front, the user."
That was over three years ago. But Hecker, who is currently hard at work on indie game SpyParty, stands by his original point.
"Game design and gameplay is not separable from CPU power," he told Eurogamer.
"You can do more interesting games with a faster CPU. Nintendo made an underpowered platform, relative to what you could have made at the time.
"You can see the ramification of that now with the games. They're just not as interesting, for a lot of reasons.
"They did a lot of interesting stuff with the control system, but unfortunately there's not enough horsepower behind the thing to actually really explore a lot of that stuff. You can see that in the games.
"I said it in a very inflammatory way, but the underlying message was a serious point about game design and programming.
"It was a direct quote. No one misquoted me. I said it was a piece of sh*t. I said it with Public Enemy blaring in the background and some funny slides. It was a great rant."
Hecker's GDC rant created quite a few problems for the then EA employee.
"When I said the Wii stuff it was at the height of Nintendo. They were selling a zillion units. They couldn't keep it on store shelves. And Spore was at its height. The headline was Spore developer says...
"So I apologised for saying it that way more for the way it was covered than what I was trying to say.
"If I had known it was going to get covered in the mass market press as opposed to just development press, I would have chosen my works more carefully. But I didn't. It was obviously my opinion, not the Spore team's opinion.
"The Wii is a piece of sh*t and it's two GameCubes duct taped together are quotable quotes, and I should have chosen my words more carefully with at least some of them.
"I wasn't thinking that because E3 closed down there would be a lot of people sniffing around for news stories in the mainstream press. It never used to be like that at GDC.
"But then aiming the article for maximum headline controversy, that's journalism's issue.
"In more ways than people even know, that night was the Electronic Arts and Nintendo executive dinner. They were announcing a joint venture for the first time. It was disastrous. It was awful.
"The stars aligned in a completely negative summon a demon kind of way. It was not good.
"I got a lot of hate mail. The Nintendo fanboys are pretty vehement. It's a big fanboy community. My Wikipedia page got defaced endlessly.
"I actually said it and I have to stand by what I said. I apologise for saying it in a way that was too whatever, and making it sound like I was representing the team – I didn't, but the articles did."
Hecker is no stranger to controversy. After Spore was released and some fans were disappointed with its depth, an interview Hecker gave to a science magazine emerged in which he talked about the cute versus science difference in the game.
An angry fan blamed all of Spore's problems on Hecker in a post on the game's official forum, which was subsequently picked up by a mainstream news outlet. Hecker then became the "I ruined Spore" developer.
This, according to Hecker, was more damaging than his Wii rant.
"Even though Will Wright, the creator of the game, took full responsibility for the game we shipped, and I wasn't on the design team at all, to this day people talk about SpyParty in a forum and they're like, isn't that the guy who ruined Spore? Stuff matters.
"Someone will go, 'Is that that game by that guy who ruined Spore?' Someone – hopefully – a couple of posts later, will say, 'No, that was debunked. Here's a link to the post.'
"But sometimes that doesn't happen. Then, what do you do? You feel like a dork going in and posting yourself, 'No, I'm not that guy.'
"It's really hard to fight that kind of hearsay."
SpyParty, which Hecker is self-funding, is a James Bond-esque game set during a cocktail party in which people do normal, party-like things. All the characters are controlled by the computer except one, which is controlled by the player-controlled Spy. That person tries to blend into the party while completing spy missions.
Another player – the sniper – is charged with working out who the spy is and pulling the trigger.
http://www.eurogamer.net/articles/20...i-is-sh-t-rant
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November 15th, 2010, 00:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12609&f=54
Joshua Corvinus offers version 0.7 of "Pie Chart!" Wii clone of the famous arcade game Pacman.
Version 0.7
* Huge ghost AI revision. THEY CAN No Longer reverse direction at will; aussi THEY CAN Switch between evasive and wandering ways
* Animated title screen
* Multiple level support
* 17 new levels! This should "keep people Occupied Until I add more soon
Maze * Reduced size to allow for HUD options
* Fixed / Added hiscore saving. score.bin MUST exist and it can not be empty or you'll get a stack error.
* Fixed animation speeds
http://x-hax.cultnet.net/
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November 14th, 2010, 23:15 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12616&f=19
PypeBros offers version 1.4 of its new adventure game engine using its platform, "Bilu: Apple Assault".
This, my little flea finally left me enough time to get the last shot of polish on Apple Assault I can offer you the coup in version "1.4". It includes the "super-fist", transitions between levels, fixed some bugs in the display screen menu, support multi-track music improved. I think that's all. In principle, this is the last version: I am preparing a package of "source" and I move on.
http://sylvainhb.blogspot.com/
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November 14th, 2010, 22:19 Posted By: wraggster
ThemeShooterTk 0.07 released by HoKaze
ThemeShooterTk is a cross-platform, Python based clone of ThemeShooter made by HoKaze.
It can be run on Windows, Linux, Mac OS X and most modern Unix-like operating systems so long as the following requirements are met:
Python 2.x (Python 2.6 and 2.7 should work fine)
Tkinter (should come with python)
Python Imaging Library, PIL (Tends to be included with python)
PIL: ImageTk Module (on Linux this tends to be kept separate, look for the "python-imaging-tk" package)
What started off as a quick and dirty clone of the original ThemeShooter has since grown and whilst it may be behind the original and ThemeShooterX, it should hopefully suffice for some basic "themeshots." I do intend on continuing to add to it on the rare occasion I have time. Please check the enclosed readme file for further information, bugs and what to look for in the future.
Features
As of version 0.07:
Dummy text (with alpha)
Theme previews
Screenshot generation
Replaces missing images (apart from the background) with images from Classic theme, Dark Water v2 theme OR a custom theme of your choice
Random bubble placement on both preview and screenshots
Beginnings of an application database of sorts (possibly expanded later)
Basic configuration file support for program settings (will be expanded later)
Simple console output option, for debugging and rough speed checks
Cross-platform!
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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November 14th, 2010, 21:57 Posted By: wraggster
Pate has posted more news concerning his Dos emulator for DS:
During the last week I kept adding opcode after opcode, with seemingly no change in how far Trekmo progressed in DS2x86. Trekmo uses a lot of trigonometric calculations and other algorithms before it actually draws anything on the screen, so it was rather boring adding all of these, and not even being sure whether I left some bugs in them or not. Then this Friday, after I had added yet another opcode, Trekmo suddenly began drawing the actual space scenes! So, here are some pictures of Trekmo running in DS2x86, to make up for the lack of screen copies in the last couple of blog posts. :-)
The interesting (and pleasently surprising) thing was that everything seemed to work properly! I had assumed that I must have coded at least some bugs in the arithmetic opcodes, so I expected to see broken polygons and possibly a complete crash after a few frames. There did not seem to be any problems, though. Trekmo progressed fine for several seconds, and then reached a yet another unsupported opcode. I thought this was enough for Friday, though, so I left adding the remaining opcodes later.
On Saturday morning I worked a while with an improved IRQ system (as the current system is far from optimized), but could not get it to work properly. I always have trouble with the IRQ system, it is by far the most difficult thing to get working in my emulator. In the end I had to roll back my changes, and decided to let the IRQ system be like it is for now, and work on getting Trekmo to run all the way thru to the end. Trekmo has a framerate calculator, so it can be used for benchmarking the combined CPU and graphics card system of a PC. In my Trekmo documentation I have a table of results from the systems I ran it on (back in 1994). The table has the following values:
Machine CPU Graphics Bus Framerate
Compaq Prolinea 4/66 486DX2/66 ET4000 VLB 40.7 fps
No-name clone 486DX2/66 Cirrus VLB 38.0 fps
Developed on this one: 486/33 ATI ISA 20.5 fps
AST Bravo LC 4/25s 486SX/25 Cirrus VLB 19.6 fps
Hyundai S386-C 386/20 S3 ISA 6.5 fps
Finally today I managed to get Trekmo to run all the way to the end, so I was able to get a benchmark reading. Trekmo runs in DS2x86 (with the DSTwo MIPS processor running at 360MHz) at an average speed of 11.9 fps, which makes it noticeably slower than a 486SX/25 machine, but nearly twice as fast as a 386/20 machine. So, my original estimate of "a bit faster than a 386/33" machine is still valid. And, if I get the IRQ handling improved, it might still get a bit faster. However, I still have no audio support, and that in turn will make the emulation run slower, as I can not offload the audio handling to another CPU as I did in the original DSx86.
So, now that Trekmo is running, I need to find a new program to test. It would be interesting to try to get Windows 95 running, but I believe that is a bit too big a project to tackle at this point. DS2x86 still lacks a lot of protected mode opcodes, so perhaps I should instead try to make some 386-specific games (Zone 66, Doom) running. I should also start working on audio emulation, but it just feels so boring. I have already coded an AdLib emulation once, so coding it again for a different assembler does not feel like an interesting task.
http://dsx86.patrickaalto.com/DSblog.html
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November 14th, 2010, 21:14 Posted By: wraggster
de Blob 2 will launch in the US on 22nd February 2011 for DS, PlayStation 3, Wii and Xbox 360 .
The news comes courtesy of the game's official site, which offers no firm news on when the sequel will bound on over to European shores. We're checking with THQ now for clarification.
The original game, which saw the titular blob restoring colour to a monochrome city, was a Wii-only affair and very enjoyable it was too. Eurogamer's Kristan Reed gave Blue Tongue's eccentric adventure 8/10 back in 2008.
The game was a rare third party Wii success story, shifting over a million copies, so THQ has decided to go multi-platform for the sequel.
The publisher has confirmed that the game will include Move functionality for the PlayStation 3 and HD versions are 3D compatible.
http://www.eurogamer.net/articles/20...date-confirmed
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