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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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October 7th, 2010, 21:40 Posted By: wraggster
Europe will be able to play Super Mario All-Stars on the Wii -- and, perhaps more importantly, collect some new Mario stuff -- on December 3. Nintendo of Europe announced plans today to release Super Mario All-Stars: 25th Anniversary in the region, in a deluxe package similar to the Super Mario Collection Special Pack coming out in Japan this month.
The new Wii package includes Super Mario All-Stars (SNES versions of Super Mario Bros. 1-3 and The Lost Levels), a history booklet, and a CD with selections from throughout the series, through Super Mario Galaxy 2.
With all the special edition items in Japan and this in Europe, we in North America feel left out of the festivities. We're checking with Nintendo of America about potential release plans for the collection here.
http://www.joystiq.com/2010/10/07/su...rope-on-dec-3/
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October 7th, 2010, 21:39 Posted By: wraggster
The Wii Remote Plus, which almost unimaginably crams MotionPlus tech into a standard-sized Wiimote, has been dated and priced for Japan. The controller will be released on November 11 for ¥3,800 ($46) -- the same price as the normal Wiimote -- and will be available in five colors: white, black, blue, red and pink. A red Nunchuk will be released, as well.
The old Wiimote will ostensibly be phased out, as Nintendo will also begin bundling the Wiimote Plus with Wii systems on the same day. Additionally, Andriasang reports that the Wii Sports Resort bundle, which originally included the MotionPlus attachment, will feature the Wiimote Plus beginning on -- you guessed it -- November 11. The bundle will retail for ¥5,800 ($70).
http://www.joystiq.com/2010/10/07/wi...sports-resort/
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October 7th, 2010, 21:36 Posted By: wraggster
First of all, put away those credit cards, American readers, this is so far a Japan-only affair. Nintendo's celebrations of Mario's 25th birthday are extending beyond custom DSi and DSi LL consoles to a repainted Wii machine and a pretty sweet bundle to go with it. The sporty red number above includes one of the newfangled Wii Remote Plus controllers -- which can do MotionPlus tracking without the additional appendage -- along with a similarly rouged-up nunchuck, and, perhaps best of all, a preinstalled copy of Super Mario Bros. 25th Anniversary Edition. That's still the game you know and love, but it now comes with bricks embellished with the number 25 on the front. You'll catch a screenshot after the break, while the Japanese audience can expect the tasty bundle to drop on November 11 for ¥20,000 ($241). Hey, if you really want it that bad, you've got a whole month to figure out an import strategy.
http://www.engadget.com/2010/10/07/n...25th-annivers/
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October 6th, 2010, 20:09 Posted By: wraggster
With Nintendo's Wii has arrived a new kind of videogame injury caused by the carefree swing of a motion-sensing Wiimote: "bystander injuries". And those particularly at risk are children, a new study has found.
An American Academy of Paediatrics study presented at a San Francisco conference detailed how, over a five year period between 2004 and 2009, interactive games - mostly Wii games (reports the BBC) - were responsible for 92 injuries. As well as cuts and bruises, patients were more likely to have hurt shoulders, ankles and feet. There are even records of broken ankles from Wii balance board-related tumbles and head injuries from overzealous playing partners.
Smashed televisions were a well publicised problem when Wii launched in December 2006, and forced Nintendo to introduce a gel Wiimote cover and "re-evaluate" the flimsy Wiimote wrist strap.
Lead author of the study, Patrick O'Toole, told MedPage Today that, "Younger children under the age of 10 should be supervised while videogames are being played to prevent bystander injuries which are more common with interactive games."
A Nintendo spokesperson, talking to the BBC, countered: "As with any new activity, people playing the Wii system should pace themselves and not overdo it." She added that instructions should be followed, breaks taken and "excessive and forceful" actions avoided.
Yet despite the fabulously dramatic nature of Wii-related injuries, Nintendo's motion-sensing console is a far lesser evil than traditional console gaming. During that same five year period, 604 injuries were accounted to "prolonged constant viewing of the screen and sitting tensely". The injuries were more severe, too, and included 65 seizures, eight cases of visual disturbance or eye pain and around 23 neck injuries.
"Many people play [traditional] games for much longer periods of time than exergames," chimed-in boffin Greg Norman from the University of California to the MedPage Today.
"Many of the exergames that I have experienced have short bouts of play with breaks in between levels and games. This may actually help players of exergames avoid the injuries of traditional video games."
"I have seen some close calls in my own home with my children," he added. "It shows that these games do need supervision when played by children."
Nevertheless, the chances of you injuring yourself while playing are slim: one in millions. But if you do come a cropper, please let us know - and maybe take a picture for the website too.
http://www.eurogamer.net/articles/20...injuries-study
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October 5th, 2010, 20:28 Posted By: wraggster
HMV UK & Ireland CEO and MD, Simon Fox, has told GamesIndustry.biz that the retailer is "very excited" about the launch of the Nintendo DS handheld next year.
Speaking in the final part of a wide-ranging interview, to be published tomorrow, Fox explained the importance of a "fight back" in the handheld sector.
"I think the 3DS is the first really new handheld that we've seen for a long time - and I think it's vitally important that there's a fight back on the handhelds," he said. "The market is going to the iPhone and digital, so to have a really exciting new handheld gaming machine - with the software that goes with it - we're very excited about that.
"I think there'll be huge consumer interest. I think Nintendo always does a fantastic job of launching new products, so bring it on."
Fox also noted that he was currently happy with the price points of current generation consoles, following "important" price cuts last year.
"It made a big difference, and particularly in a tougher economic environment the price point of a console is massively price sensitive," he said, adding his satisfaction with the landscape "at the moment."
http://www.gamesindustry.biz/article...out-3ds-launch
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October 5th, 2010, 19:48 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15675.html
JMednafen is a new Java-frontend for the multisystem-emulator Mednafen.
Quote:
JMednafen - ChangeLog FILE
--------------------------
This file show any changes on the program
0.1.0 - Beta 1
--------------
- Added a menu entry for GNU/Linux under the "Games" section. This entry was tested under
KDE (4.X) and Gnome menus.
- Added a system icon for the program under GNU/Linux. This allow the user to select and
use it as they want.
- Improved code to can have in a single class file, all the configurations needed to be
system dependants, like the diagonal to use (/ or ), and the specification about which
SO is running at the current time.
- Fixed some errors in the text of the interface.
- Fixed an error in the creation of the configuration files.
- Minimized size of the configuration utility. The new size if defined by the All Consoles->Advanced tab.
- Fixed an error in the Command Shower window, where the window doesn´t have name.
- Improved the user manual.
- Fixed an error in the Disk selector window, where the window doesn´t have name.
- Fixed the Disk Selector window, now it can´t be resized.
- Fixed an error where, if the Config dialog was opened, and then the Command Viewer, and the the main window
is closed, the Command Viewer remains opened.
- Added an error dialog.
0.1.0 - Alpha 2
---------------
- Fixed bug about the path to create the launcher script. Now, the
program can create it in their own config path, under the home folder.
- Fixed bug where the program also try to run a file selected when
the user press the Cancel Button.
- Fixed minor bug in the text of the About Dialog.
- Fixed minor bug in the text of the PC Engine dialog.
- Improved some operations of the Command Launcher, this allow it to create
their temporal file needed using Java commands, not system commands. This allow the program to be more
system independent.
- Added a user manual into the program.
- Added the option (internal, not managed by the user) to "remember" the last
file/folder selected to launch a game, it will "remember" only when a game
is launched, not when the user is searching. Also, this prevents any unsaved
data to be loose if the program crash or is closed manually, because, every time
the program open a game, it will save the data.
- Added a file filter to the file selection dialog. This allow to the user to only
see the game files and folders.
- Fixed a bug that makes the program have a fake crash (...), the problem is about when none
config folder doesn´t exists, then, the program create it, but it fails... Whit this
problem solved, the program must run better.
- Added the option to set the Mednafen bynary file.
0.1.0 - Alpha 1
---------------
- All the program was coded again, this time, using NetBeans(C).
- Now, almost all the current options from Mednafen are supported.
- Now, the program is a pre-compiled JAR file.
http://sourceforge.net/projects/jmednafen/
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October 5th, 2010, 19:16 Posted By: wraggster
Pate has posted a new update concerning his Dos Emulator for the DS:
Just a quick update to the blog post of yesterday. After I had posted the message, I still tested the code further, and found out that the SDK timers do not run at the proper speed. This was again one cause for the weird hangs, and it also made all my speed test results invalid. The 60Hz timer ran actually at 264Hz speed, and the main PC timer which should run at 18.2Hz (and which is used by Norton Sysinfo for the speed tests) ran at almost 24Hz.
I just got the timers running at proper speeds, and ran the speed test again, using the fastest 396MHz MIPS CPU speed. Here is the result that I now believe to be correct.
The MIPS version of my x86 emulator runs at about 3.5 times faster than the ARM version, however the MIPS CPU runs at 6 times the clock speed. The difference is due to the Lazy Flags handling, the lack of various ARM tricks in the MIPS architecture, and the IRQ handling not using self-modifying code. I hope to be able to add some MIPS-specific tricks to the code while I get more familiar with the MIPS assembly, but even the current speed should make it possible and worthwhile to add 386-opcode support.
http://dsx86.patrickaalto.com/DSblog.html
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October 5th, 2010, 18:55 Posted By: wraggster
The DaedalusX64 Team have released rev 582 of their Nintendo 64 Emulator for PSP, heres whats new
What's changed in this revision:
Revision 582
[!] Rewrite BranchZ, should work correctly now
[~] Tidy Harvest Moon fix
[!] Fixed and enabled RDP_Force_Matrix (needs work!!)
[!] Removed CullDl War Gods hack (no longer needed)
[!] Enabled CullDl for Wave Racer
[!] Removed microcodes which are redundant now
[+] CullDl, ModifyVtx, BranchZ, and Tri4 will use ucodedefs
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October 4th, 2010, 19:14 Posted By: wraggster
[Jarek Lupinski] wanted an instrument that would let him play chiptunes live, without a need for pre-programming a cartridge for playback during a concert. His preferred hardware is an original Nintendo Entertainment System because of its familiar nostalgic sound. After picking up a lot of 5 broken NES units he set out to build a midi-compliant device.
The five NES units he bought had nothing wrong with them other than the 70-pin cartridge connector. He fixed them all, then de-populated the board on one and tried to build out a circuit on a breadboard. After much trial and error, forum searching, and conversations with others who were familiar with the hardware he got the circuit working. He’s posted a schematic and had a board fabricated which takes the transplanted chips and transforms them into an instrument. Check out the test notes being played by an Arduino Mega after the break.
http://hackaday.com/2010/10/03/chipt...ment-from-nes/
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October 4th, 2010, 18:50 Posted By: wraggster
Nintendo has revealed that one in three households in the UK contain a Wii console, while over 11 million people - around one in six people - own a DS handheld.
The statistics, supplied by GfK Chart-Track, have been released alongside the company's Christmas line-up, which includes an array of UK celebrity spokespeoeple.
Topping the list is actress Dame Helen Mirren, who will be promoting Wii Fit Plus, while pop group JLS is fronting Wii Party.
Meanwhile, broadcaster Sir Terry Wogan will be endorsing Brain Training as pop-football duo Louise and Jamie Redknapp enthuse over New Super Mario Bros.
Other names involved in Nintendo's advertising plans include Alexandra Burke, Olly Murs, Ant and Dec and Jedward.
"This year's star line up is the best yet, demonstrating the wide appeal of Nintendo products," commented Nintendo UK marketing director Dawn Paine. "This Christmas, with the help of our celebrity friends, we will be helping the nation play together and have fun whatever their age."
http://www.gamesindustry.biz/article...ve-wii-console
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October 4th, 2010, 00:21 Posted By: wraggster
News via http://forum.gbadev.org/viewtopic.ph...73e38c00f3981e
Previous Platdude games have focussed on a nice simple-ish Puzzle form, but last year a simple suggestion created a whole new brand of Platdude games.
This is the third of such games, and has been re-redesigned to fit neatly into a cute little DS sized package.
The rules are simple. You have to remove 70% of the blocks from the level, which disappear simply by being stepped on.
There are also spheres that you can throw at the blocks to remove them, too.
Along the way are many enemy creatures, who will kill you with a simple tap.
Throw the spheres at those to defeat them.
A simple rinse/repeat mechanic, with a multitude of gameplay settings, and highscores for each.
Should be easy enough!
http://jayenkai.socoder.net/GameList.php?ShowJust=212
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October 4th, 2010, 00:18 Posted By: wraggster
More Dos Emulator for DS WIP News from Pate:
The last week, and especially this weekend, has been very frustrating when working on DS2x86. It behaves very erratically, mostly hanging randomly, and when I try to add some debug output to pinpoint the problem location, it suddenly runs fine! Then I remove the debug strings, and it hangs again, but in a different location! Extremely frustrating. There is probably something seriously wrong in my IRQ handling, or perhaps I have misunderstood something about the underlying hardware.
Everything seems to work fine as long as I stay in the 4DOS command prompt. My first goal is to get Norton Sysinfo running, but that has proven to be much more difficult than I have anticipated. Yesterday I got it to run up to the main screen (where it shows the overview of the system), but even that happened only in about once every 5 tries, the other four tries it hanged before reaching that far.
This morning I then removed some of the debug printing I had used to try to pinpoint the location, and then it suddenly reached the CPU speed test part without hanging! So, here is the first test result of the DS2x86 speed.
After that I tried to test with the fastest CPU speed of 396MHz, but could not get into the CPU speed test page without the system hanging. I then reverted back to the default 120MHz speed, but then everything started running in slow motion, and the one time that I got up to the CPU speed test page the speed showed something less than 4 times original PC!
I made some more changes to the code but was not able to get back to the CPU speed test page. After a lot of tracing and debugging it finally began to look like the self-modifying code I use to handle IRQs might be the problem (or at least one reason for the hangs). I changed the code to use a normal variable to determine when to handle an IRQ, and finally got rid of the SysInfo hanging before the main screen. I made some more speed tests, the first one is with the CPU running at 396MHz and the second is with the 120MHz speed.
As you can see, there is not much sense in the results. The first result above with the 14.2 times original PC (when I had not specifically set the MIPS CPU speed), along with the results from 396MHz speed make sort of sense, but the result after setting the CPU speed to 120MHz is really weird. That would mean the DS2x86 would run at less than half the speed of the original DSx86. Anyways, I'll continue fighting with this and try to make some sense to the constant weird behaviour.
http://dsx86.patrickaalto.com/DSblog.html
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October 4th, 2010, 00:17 Posted By: wraggster
News via http://syslock.drunkencoders.com/201...-stroke-order/
Hello everyone!
It’s about three months since the previous stable release of my Chinese learning application for Nintendo’s handheld system. I was busy doing other things for a couple of weeks, but I finally managed to prepare a new release of Chinese Touch. Besides a couple of bug-fixes and slight user interface improvements, today’s version 1.4 has one new interesting feature: You can now easily look-up the stroke order of about 1000 Chinese characters from word list entries within Chinese Touch. This features is based on images created by the Stroke Order Project hosted on Wikimedia Commons , which have been prepared for and integrated into this release.
I really like this feature and I hope you will find it helpful too
Well, there’re a couple of points left on my TODO list. Will see what’s next
Download Here
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October 3rd, 2010, 23:14 Posted By: wraggster
ThemeShooterX 1.1 released by Leathl
ThemeShooterX is a Mac OS X version of ThemeShooter (Universal Binary, 32bit PPC and 32/64bit Intel). I made this when I started to learn coding for Mac and was in lack of ideas for applications. It should run under Leopard and Snow Leopard and might also run under Tiger, but I'm not able to test or ensure that, as I have no machine running Tiger.
There are a few differences to the original application:
Each opened theme gets its own window including a preview
You can choose 4:3 and 16:9 (widescreen)
Preferences (changed preferences only affect new opened windows):
Draw a pointer (hand) on Themeshots
Draw the description defined in theme.xml on Themeshots
Adjustable blur effect on Themeshots to get a TV-like look
Use application database (see below)
Application Database
ThemeShooterX contains a database including several applications (name, description, icon). You can add/delete applications to/from the database in the preferences window. If turned on, random applications from the database will be drawn on Themeshots instead of "Lorem Ipsum" text.
Changelog
Version 1.1
Allowing zips without theme.xml file
Images will be checked for size
Warning for wrong sized images via log
New preference: Random bubbles (6 - 12 bubbles, random size and position, including collision detection)
Added grid-view themeshots
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterX
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October 3rd, 2010, 23:13 Posted By: wraggster
ThemeShooterTk 0.05 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 seperate, 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.
Features
As of version 0.05:
Dummy text (with alpha)
Theme previews
Screenshot generation
Replaces missing images (apart from the background) with images from Dark Water v2 theme
Random bubble placement on both preview and screenshots
Cross-platform!
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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