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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 8th, 2010, 22:10 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
DS iPlayer, iPlayer, the first hardware decode Video Player for the Nintendo DS/ DSi. The iPlayer is a slot-1 media player cart . And also it is for you playing media files and homebrew. iPlayer is also able to play all the main format of videos, such as RMVB, RM, AVI, FLV, MPG, WMV on DS, and no need to convert.So it can allow you to watch movies and listen to music on DS conveniently.
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November 8th, 2010, 22:09 Posted By: wraggster
New from Ishopvideogame
Multi-languages are optional, they are Simplified Chinese, complicated Chinese, English, Japanese, French, German, Italian, Spainish and Dutch.
No need to flash. Built-in launch Slot-2 (gba) function.
Support SDHC micro sd cards (4GB、8GB、16GB、32GB).
Support DMA read and no lag while using any microSD card.
Support FAT16 and FAT32. Files can be transferred with PC, PDA, Cellphone and Camera.
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
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November 8th, 2010, 20:42 Posted By: wraggster
New from Ishopvideogame
This is a pre-owned R4i Ultra card for DSi xl /DSi/ DS lite
Features:1. Compatible with NDS consoles
2. Supports WiFi game, Rumble Pak, DS Browser
3. Uses 32 GB MicroSD cards
4. Support high speed SDHC Card
5. Support standard FAT format
6. Easy touch screen
7. Upgradable Firmware
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
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November 8th, 2010, 20:41 Posted By: wraggster
New from Ishopvideogame
This is a R4i gold card for DSi xl / DSi (Pre-owned)
Features:Support SDHC (Micro SD 4G,8G,16G,32G)
Supports any Mircro SD Card speed with no lag in game
Supports rumble pak and memory pak
Supports the WIFI game, D Rumble pak, D browser
Be advisedThis flash card does not support support NDSI V1.4.1 hardware
price $9.70
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November 8th, 2010, 15:59 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
M3i Zero card for DSi xl/DSi-works with V1.4 firmware is the most powerful flash card and best-selling product on Gamesyeah.com! Because it has so many unique techniques, such as, upgradable "Boot Flash data", upgradable "Kernel" and upgradable "Firmware" and so on.
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November 8th, 2010, 15:57 Posted By: wraggster
New from Ishopvideogame
This pre-owned product is guaranteed to work and may not include an instruction manual or original box.
Supercard Dsonei DSi card-compatible v 1.4 firmware can support MicroSD & SDHC cards to 32GB and support hard firmware updates, so it can perfectly compatible with the Homebrew. It supports USB 2.0 MicroSD & SDHC reader, FAT 16/32 file system, Mutiple skins & change. The most important is that it can backward compatible DSi,DS lite, so if you buy this supercard DS ONEi, you can not only save a lot of money, but also you can have a lot of enjoyment from the games. Am i right? It's really value for money!
Being the first flash memory based flashcart, SUPERCARD wins the support of vast number of customers by SC team's innovative design and Supercard's simple but useful functions for 4 years. After a long time research, SC team finally found out the best solution of Slot1 firmware upgrade problem, then mean you will never worry about firmware upgrade because of SUPERCARD DSonei. It's the first external USB Smart Upgrade set of the world. DSONEi also continue provide the dream functions;real-time save, real-time cheat and real-time game guide to the customers.
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November 8th, 2010, 14:35 Posted By: wraggster
New from Divineo China and on Worldwide Shipping.
In Crafting Mama, players will create 40 different projects across a wide range of different crafts: make patchwork quilts, earrings, candles, xylophones, kaleidoscopes, birdhouses, flower decorations and even mini-Mama dolls! Using the stylus as a universal crafting tool, crafters will sew, mold, glue, cut and paint under Mama's masterful direction. Best of all, players can use each of their creations within the game itself: dress Mama up in a new apron you've sewn or even fly a freshly folded paper airplane. In addition, new materials, colors and patterns are available to customize each project, and multiplayer support lets players create with a friend. Crafting Mama is guaranteed to turn Mama fans into crafty creators in no time!
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November 8th, 2010, 01:24 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
Dashxdr offers version 1.03 of "Midway Pacman Emulator, emulator for the arcade version of Pacman.
This Is the pacman emulator Written by ADPrice released in 2008 and orphaned Then promptly.
Adopted October 2010 by Dashxdr Who The fixed audio issues, Cleaned up the source, and made this page.
The game Requires The Original pacman game Roma To Be Placed On The SD card in SD: / pacman / Roma. The queues are required thesis:
pacman.6j
pacman.6h
pacman.6f
pacman.6e
pacman.5f
pacman.5e
82s126.4a
82s126.3m
82s126.1m
82s123.7f
We'll leave it as exercise for The Reader year to Acquire The files listed, they're not included due to emulator With The copyright concerns.
http://wiibrew.org/wiki/Pacman
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November 8th, 2010, 01:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
dinkumthinkum updated to version 0.5 "Reversi DS," Nintendo DS adaptation of the board game Reversi / Othello.
Version .3
4/02/10--Plenty of under-the-hood Improvements. Added hashtable lookup algorithm for Maxmin, changed to use templates Maxmin INSTEAD OF pointers / run time polymorphism, devkitpro / MRA updated to r30. Gameplay additions / improvements (Hopefully) Will follow shortly.
Version .4
Improved play 4/18/10--AI IS drastically due to a Better Board valued function.
Version .5
10/29/10--Added about message (start button), text engine, code cleanup
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November 8th, 2010, 01:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...744f22d81483cb
Joshua Corvinus offers "PieChart" Wii clone of the famous arcade game Pacman.
Behold! It Is a shameless rip off of the classic arcade hit Pac Man!
Having never programmed graphics Anything With gold IU before (I specialize in data-handling programs), This Was a fun little exercise in C programming order my wife to Give Something Actually she'll play as pac man she loves. Currently at revision 0.5, I've just Completed The core gameplay programming and it's time for my first stable release. Enjoy!
There Will Be Probably lots of overscan problem you your tv, this IS build specifically made for mine. Hopefully I'll find a way to fix this in the Future, aim for the moment I'm MOST Focusing On The AI programming, Which I would love some help there. Thanks to everyone over at GRRLIB for Their lovely library and programming help.
http://forum.wiibrew.org/read.php?17,61428
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November 8th, 2010, 00:14 Posted By: wraggster
Pate has posted more news about his Dos Emulator for DS:
After my last blog post I continued working on the new macro system, and kept adding new 386-opcodes using the new macros. This progressed nicely, until I ran into a div ecx opcode. The problem with the x86 division opcodes is that they use double-precision dividends. For example the opcode "div cx" divides a 32-bit value in DX:AX registers with a 16-bit divisor in CX register. Similarly, "div ecx" divides a 64-bit value in EDX:EAX with a 32-bit divisor in ECX. However, the MIPS architecture only has 32-bit divide operations, so I was able to code a 1:1 mapping between "div cx" and the MIPS equivalent, but I could not do this easily with the "div ecx" opcode of a 386 architecture.
I spent some time googling for solutions to this problem. The first potential solution was to use the GCC 64-bit (long long) division code. I tested it by coding a simple 64-bit division into my C-language tester program, and then looking at the dump file to see what exactly happens there. The GCC compiler uses a helper function __divdi3 to handle the actual 64-bit division, and the assembler code dump of that looked to be very big and complex. In addition to this divisoion result, the x86 div opcode calculates a remainder of the division. This has a similar __moddi3 helper function, which was just as complex. The register usage of my emulator differs quite a lot from the MIPS C-language standard, so if I called these functions I would need to save and restore many registers, which would slow the handling down even further. I decided to abandon this possibility and look for some more optimized versions of this 64bit/32bit division.
After some more googling I found an algorithm in a source code of some software by Jan Marthedal Rasmussen. The function is called double_div and it looked to be just what I was after. It calculates both the quotient and the remainder in one go, and it has special case handling for the simple situations, before reverting to the generic difficult scenario. I implemented this algorithm first in C language in my tester program, and compared the results it gives to the results of the GCC __divdi3 function. After I was certain the C language implementation works properly, I looked at the assembler dump and began converting that to a suitable format for my emulator. I could not directly use the assembler version that GCC had compiled, as it used much more registers than I can afford in my emulator code. I have four free registers that can be used in every opcode handler, and in rare occasions (luckily this "div" opcode is one of them) I can also use the four registers allocated for lazy flags handling. The C standard however leaves 16 registers free for every function to use, without having to save/restore them. The code that GCC created looked otherwise quite efficient, it had even managed to optimize away some repeated calculations of the original C code. Too bad I could not use it.
After some careful register allocation I managed to create a division opcode handler that looks to be working, however I have not yet created a proper unit test for it. I am currently more interested in continuing with the opcode macro system, so I'll go back to making sure this division opcode works even in the more difficult situations later. That is also why I won't post my algorithm here yet, I'll do that after I have created the unit tests and made sure my implementation works correctly.
But, now I think I'll continue with the opcode macros. I don't have any new screen copies to show either, as the code I am currently at is the code that calculates the ship and polygon positions before drawing them, so nothing new has yet been drawn on the screen. Perhaps next week. :-)
http://dsx86.patrickaalto.com/DSblog.html
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November 7th, 2010, 23:29 Posted By: wraggster
Less is always more, right? Well, when it comes to Bon Jovi, apparently not. A whopping 12 tracks from the New Jersey stadium rockers are heading to Rock Band 3.
The Bon Jovi Greatest Hits pack will be available on 9th November and includes:
Bad Medicine
Blaze of Glory
Have a Nice Day
I’ll Be There For You
It’s My Life
Lay Your Hands On Me
Livin’ on a Prayer
Runaway
Wanted Dead or Alive
We Weren’t Born to Follow
Who Says You Can’t Go Home
You Give Love a Bad Name
Of those 12, Livin’ on a Prayer, Wanted Dead or Alive and You Give Love a Bad Name have been updated for Rock Band 3 gameplay to include Pro Keys, Keys, Pro Drums and harmonies.
Runaway adds Pro Guitar and Bass modes as well, though you'll have to shell out an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points for the privilege.
If Bon Jovi doesn't float your boat, fear not. Three more tracks join the poodle-rockin' motherload:
Deftones – My Own Summer (Shove It)
New Order – Blue Monday
Talking Heads – Burning Down the House
All three tracks are available with Pro Guitar and Bass tracks, again for an additional £0.59 / €0.75 / 80 MS Points / 100 Wii Points.
The Bon Jovi pack will set you back £9.99 / €14.99 / 1,600 MS Points / 2,000 Wii Points. Individual tracks can be picked up for £0.99 / €1.49 / 160 MS Points / 200 Wii Points.
Rock Band 3 launched on DS, PlayStation 3, Wii and Xbox 360 last month. Eurogamer's Johnny Minkley judged it to be really, really good.
http://www.eurogamer.net/articles/20...dlc-storms-rb3
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November 7th, 2010, 23:28 Posted By: wraggster
With the release of the 3DS imminent, you'd imagine the old DS model was staring down a bleak future. Not so, insists Nintendo.
CEO Satoru Iwata has told investors that Nintendo plans to localise previously Japan-only games as a way of keeping up a flow of new content for the handheld.
"If we should use too many of our development resources in order to maintain the Nintendo DS market, we would not be able to realise a sound launch for Nintendo 3DS," he explained.
"Nintendo's software is often made in Japan and launched first in Japan, and then localised for the overseas markets after confirming its marketability in Japan," Iwata went on to explain.
"Some Nintendo titles, such as the ones developed by Mr. Miyamoto and his team, have been made with the global market launches in view from the start of the development because people inside Nintendo believed in their global appeal.
"However, even some of the titles that Mr. Miyamoto was involved with, such as the original Animal Crossing, were first launched only in Japan, and only after the localisation teams outside Japan were able to appreciate the appeal of the software, our overseas subsidiaries requested us to launch the same titles in their countries.
"As a result, some software has already proved its marketability in Japan but is still not available in the overseas markets, and for some software titles, our localisation teams are currently spending time to localise them.
"Taking advantage of such software may be one of the ways to deal with your question about the transitional period from Nintendo DS to Nintendo 3DS," he proposed.
If that turns out to be the case, the DS's twilight years could prove rather interesting. Among the titles Nintendo has yet to release in the West are a new entry in its excellent Fire Emblem strategy series, a sequel to the fun Chibi-Robo: Park Patrol and a follow-up to the bonkers Zelda spin-off Freshly-Picked Tingle's Rosy Rupeeland
Then there's the immensely popular Tomodachi Collection, which has sold over three million copies since its launch in June 2009. Imagine Animal Crossing with Miis and you're somewhere close.
And maybe we'll finally see a release for Soma Bringer, a highly-regarded RPG developed by Monolith Soft – the studio behind the Xenosaga and Baten Kaitos series - which saw a Japan release in 2008.
The DS will formally pass the torch to the 3DS on 26th February 2011 in Japan, with a European and US release expected the following month.
http://www.eurogamer.net/articles/20...-future-for-ds
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November 7th, 2010, 19:46 Posted By: wraggster
Listen, if you're a dyed-in-the-wool Wii owner who hasn't already purchased the entire Super Mario catalog on Virtual Console, you're probably going to pick up the 25th Anniversary Super Mario All-Stars Limited Edition package. Nintendo recently revealed exactly what the game you'll be hunting for is going to look like, posting the game's official U.S. box art on the company's Twitter feed.
Also, the latest installment in the Iwata Asks saga sees the president pressing a few Nintendo EAD composers about the music which will come in the bundle's soundtrack CD. Give it a read, if you're interested in the history of the franchise's timeless accompaniment -- just don't get surly with us if you get "Slider" stuck in your head for like, a month.
http://www.joystiq.com/2010/11/06/su...asks-talks-mu/
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