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August 13th, 2010, 01:14 Posted By: Shrygue
via Eurogamer
The next instalment in the Metroid series is so emotionally charged it brought one of the game's creators to tears.
That's according to Nintendo's Ryuzi Kitaura, speaking in the latest Iwata Asks interview. He said producer Yoshio Sakamoto was left speechless the first time he saw storyboards for the cut-scenes in Metroid: Other M. "I thought there was no hope for me, I thought I should just go home there and then," Kitaura said.
"That wasn't it at all!" chuckled Sakamoto. "The truth is that I was so inspired I couldn't put it into words. I think anyone would become speechless if they were presented with storyboards that were so far beyond their wildest dreams.
"Kitaura-san's passion was really apparent in those storyboards. That's why I decided to ask him to be responsible for all production, not just for the cinematics, but doing production for gameplay parts too."
When it came to viewing the actual cut-scenes Sakamoto was even more moved, according to Kitaura. "He stood close to me, checking the monitors. When we'd shoot a particularly moving scene, I'd ask him 'How was that, Sakamoto-san?', but he'd be completely silent - again.
"I was really worried, thinking 'Oh no, he doesn't like it...' But then when I peeked at his face, his eyes were full of tears," Kitaura said. "Well, the cinematic did show Samus in tights."
In total Kitaura drew more than 300 storyboards featuring over 2000 images. It took him more than six months to get them all done.
You can find out whether it was worth the effort when Metroid: Other M is released for Wii on 3rd September. In the meantime, there are billions of videos over on the gamepage.
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August 13th, 2010, 01:12 Posted By: Shrygue
via Computer and Video Games
Finished New Super Mario Bros. Wii? Defeated Bowser and collected every gold coin? Pah. That's merely a "decent" achievement, says Nintendo.
You're no expert until you can finish level 1-1 in 44 seconds, or get 20 extra lives from a single fireball spat from Yoshi. Those and several more feats listed on a New Super Mario Bros. Wii Challenges website.
Nintendo has set a bunch of challenges from time trials to technique and multiplayer challenges, and divided them up into three difficulties. There's some cool ones on there, like getting through levels without scoring a single point (so even coins and mushrooms are the enemy), or Goomba combo-stomping.
Should be good fun if you want more out of the already brilliant platformer. It's a shame, in the age of Achievements and Trophies, that Nintendo is doing it this way instead of just building these challenges into the game itself.
Full details here from Nintendo
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August 13th, 2010, 01:07 Posted By: Shrygue
via IGN
As the (still completely unfounded) speculation about a possible PSP Phone continues to travel in circles around the internet, it has been alleged that Nintendo was at one point considering its own foray into the mobile phone sector.
Pocket Gamer carries word from “a development source” that in the early 2000s an R&D project jointly run by Nokia and Nintendo was established at Nintendo’s Kyoto HQ.
The project supposedly progressed as far as board level, where Nintendo execs were presented with a concept. Which they rejected. In the subsequent years Nokia went on to launch the ill-fated N-Gage and Nintendo debuted the not-so-ill-fated DS.
“You have to remember Nintendo is a very conservative company,” the source stated. “It always has various R&D projects on the go, but most of them are eventually rejected. It's just how it operates.”
The requirement for mobile phone users to sign up to a contract has always been seen as a big barrier for platform holders, but the huge success of the iPhone proves that – despite the failure of N-Gage – gaming machines and mobile phones can co-exist.
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August 13th, 2010, 00:39 Posted By: Shrygue
via MCV
The High Court ruling that confirmed DS R4 piracy cards are illegal will get developers excited about
the DS again.
Last month, a UK specialist IP court helped solidify the case against the cards, encouraging some rogue retailers to confess to being guilty of IP theft.
The platform holder hopes this will deliver renewed confidence in the handheld amongst developers and publishers that scaled down work on the platform as piracy became widespread.
“To get this judgement from a UK specialist IP civil court is an important step in the right direction,” Nintendo’s European anti-piracy counsel Neil Boyd told MCV.
“It is important to Nintendo – but also for the developers. Hopefully it will give them the encouragement and confidence to continue to develop the best games for Nintendo platforms.”
Piracy has been a significant problem on DS over recent years. Back in February, Take-Two CEO Ben Feder blamed weak sales of GTA: Chinatown Wars on the R4.
Boyd also said the ruling will help protect the upcoming 3DS when it launches.
“Only time will tell if the 3DS will be hacked,” he added. “But in terms of security, and preventing people getting around those security measures, I think this case gives us a good, solid legal foundation. What comes ahead of us is pure speculation, but it gives us a good basis for future security threats.”
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August 12th, 2010, 01:06 Posted By: JLF65
I think folks will like this update - featured changes include auto load/save for all save ram types, with both flash and SD games saving to the SD card, if present. If you don't have an SD card, or are using a flash-only cart, the saves go to the GBA cart SRAM. Please read the readme for details. For the most part, it's totally automatic, or very simple to deal with. The other obvious change is the addition of a splash screen, and backdrops for the browser and loader. Many thanks to sanni for his help with the images.
A minor change compared to previous versions - if a rom isn't recognized, the save type now defaults to external cart. This was done to keep games that don't use save ram from using space in the GBA cart SRAM on flash-only carts.
Neo Myth Menu Google code page
NeoFlash forum thread
EDIT: Made a quick update to v1.6.
Fixed a quirk with the game flash menu interpretation so that "odd" banks are dealt with properly. This should take care of those roms that seem to not run from the cart. You could recognize them by the bank number - if you're looking at the bank number and see them go like bank 0, bank 1, bank 2, bank 192, that oddball 192 is not really a bank number, it's the Mbit offset to the rom. There was a similar issue with the rom size that I took care of quite a while back.
You can now also provide your own backdrop images for the splash, browser, and loader (any or all). Just make a "/.menu/n64/images/ directory and put the custom images there. They should be non-progressive jpeg images of 320 pixels wide by 240 lines tall named as follows: "splash.jpg", "browser.jpg", and "loading.jpg". If the files exist on the SD card, the menu will use them in place of the ones in the menu resources.
You can also now delete slots in the slot selector (when running a game with save ram from a flash-only cart). Just press Z to delete the currently high-lighted slot.
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August 11th, 2010, 21:59 Posted By: Shrygue
via Computer and Video Games
Image from CVG
Activision's partnered with Nintendo for a Limited Edition Controller Bundle for GoldenEye on Wii.
The bundle will include an exclusive gold Classic Controller Pro, apparently inspired by Francisco Scaramanga's infamous golden gun.
The controller does have a more practical application too (apart from looking glamorous) as it allows players to use a more traditional control scheme as opposed to the Wii Remote and Nunchuk control scheme.
GoldenEye 007 executive producer Julian Widdows recently said his team has something to prove with the remake and is pushing the Wii "incredibly hard".
GoldenEye 007 is one of two upcoming Bond games, the game is going head to head with the Bizzare Creations title, James Bond: Blood Stone.
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August 10th, 2010, 21:20 Posted By: Shrygue
via IGN
According to internal Nintendo sales figures, total Wii sales in the United States have now reached 30 million units since the console's launch in November 2006.
Nintendo says this milestone was reached in only 45 months, which was 15 months faster than the next best-selling console, and further establishes Wii as "the fastest-selling console in the history of the industry."
Nintendo revealed last month that worldwide Wii sales topped 73 million units.
Nintendo also provided the top 10 best-selling Nintendo published and third-party published titles through June 2010 in the United States, provided by research firm NPD.
Top 10 best-selling Nintendo-published Wii games: - Wii Play
- Mario Kart Wii
- Wii Fit (with Wii Balance Board accessory)
- New Super Mario Bros. Wii
- Wii Sports Resort
- Super Smash Bros. Brawl
- Super Mario Galaxy
- Wii Fit Plus (with Wii Balance Board accessory)
- Mario Party 8
- Link's Crossbow Training
Top 10 best-selling Wii games from third-party publishers: - Guitar Hero III: Legends of Rock
- Mario & Sonic at the Olympic Games
- LEGO Star Wars: The Complete Saga
- Carnival Games
- Game Party
- EA Sports Active
- Just Dance
- Rayman Raving Rabbids
- Deca Sports
- Mario & Sonic at the Olympic Winter Games
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August 10th, 2010, 01:17 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2921
The new exploit developed by ichfly is the least fussy homebrew , especially with HackMii (rather tiresome ) , I propose this evening an alternative to load what you want, including HackMii 0.7b .
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August 10th, 2010, 00:27 Posted By: wraggster
Gaz has posted an entry into the Neoflash Coding Contest:
Nickname: Gaz
Projet name: Jazzier Suite 2.0
From: England
Division: APP
Platform: NDS
Original enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
--------------------------------------------------------------------------------
Jazzier Suite is a program to aid musicians in improving their ability to recognise pitch, read music and improve their timing.
Menu Selection
Box 1 – Metronome
Box 2 – Notation
Box 3 – Pitch
1. Metronome
Adjusting the tempo
* Move the Tempo-Meter (Red Horizontal Bar) up or down.
* Fine tune the tempo, click left and right arrows next to the tempo’s (bpm)
* Tap-Tempo (Button X) to find the tempo of any musical track, constantly press button X on the beat of the track. This will set the metronome to the tempo of the track you are listening to. It also provides an average tempo (bpm) based on the accuracy of your tapping over the duration.
Delay Times
The delay times shown at the top of the screen can be entered into a guitar effects pedal or similar effects processor. I have included dotted notes for more experimental delay times.
Changing the Accent
In the [Beats Per Bar (bpb)] box, select 1 if you don't want an accent. Alternatively select any other of the available numbers to place the accent on that beat.
N.B When tap-tempo is used, the metronome is stopped. I found it quite difficult to tap along to a track whilst the metronome is playing.
2. Notation
Once the notation screen appears you will be presented with a question in the form of a note on the stave. At the top of the screen you will see the Key to which the note has been selected from. And to the right, the number of tries you have had.
To answer the question you must select the correct note on the piano for the note on the stave. Once you have correctly answered a question, the number of correct answers will increment on the right side of the screen.
Once you are familiar with all the key signatures you have the option to switch the guide notes off by pressing the button X. Alternatively, press button X to switch them back on.
3. Pitch
Once the pitch screen appears you will be presented with a question in the form of a two tones. The first tone will be the root tone. The second tone will be an interval grater than the root tone. To select you answer, select one of the intervals you think is the correct answer.
N.B You will only be able to answer the question when both tones have finished playing.
>>Addional Notes<<
To move back to the main menu at any given time select the << at the bottom of each screen.
Hope you enjoy the software,
Gaz.
Download from the following link.
http://www.dshomebrew.co.uk/download.php
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August 9th, 2010, 23:50 Posted By: wraggster
News via http://retroactionmagazine.com/retro...7-august-2010/
Voluume 4, issue 7 (August 2010) of NintendoAge has been released. The monthly retrogaming ezine covers all things Nintendo and can be downloaded in PDF format for free from the NA website (a quick registration required). This issue’s highlights include:
* More of Dr. Robbie’s Perlers of Wisdom
* What did collectors do before the NA price guide?
* Cracking the Gluk Code
* Paulyshobby spills all in the Member Spotlight
* Tracking your collection when it’s more than just NES
Weblink: www.nintendoage.com
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August 9th, 2010, 23:37 Posted By: wraggster
Newly released today
features•Recite your favorite word and see what monster is created! Or, if it's too loud to speak, draw a silly picture and see what monster appears. Unlock a secret method of creating monsters as you play through the game! You can even combine your favorite monsters to create a new, more powerful monster!
•Find the best strategy to raise your monster on a weekly basis — too much rest or too much of the same training can be ineffective!
•Not only was the training and management portion of monster breeding brushed up, but there are also many instances to fight rival breeders in the game as well!
•Battle your friends locally or online! Friends can also combine their monsters to create exciting new types through a local connection!
•Choose attack techniques to be placed in the “short,” “medium,” and “long” ranges and execute them when there are enough points in the guts meter. If no technique is selected for a range, it becomes a defense panel and evasion skills are improved at that range
•Favorites such as Monolith, Gali, Mocchi, and Suezo rejoin the cast of monsters in what can be called a Monster Rancher series compilation
http://www.play-asia.com/SOap-23-83-...j-70-3p7b.html
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August 8th, 2010, 23:58 Posted By: wraggster
Tetris Custom v1 released by TheDrev.
This is yet another Tetris, but you can put your own sounds and graphics by editing the res/tetris.xml file. The Default skins are Keithris featuring Talking Classics' Keith Apicary (Screw Attack), and a classic skin named Russia.
Adding a skin
Edit the tetris.xml file and add images and sounds in a subdir of the res directory. the skin directory's name must be in uppercase.
http://wiibrew.org/wiki/Tetris_Custom
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August 8th, 2010, 23:32 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=367&Itemid=1
This is a new GUI style for Chillywilly's Neo N64 Myth Menu 1.4
Read the included readme for details.
Neo N64 Myth Menu 1.4S (SD) (unofficial)
------------------------------------
Please read original readme in /src first.
This needs the original 1.4 menu already flashed to the N64 Myth U2.
Install notes:
Copy directory ".menu" to root of SD card
!!!!!!!!!!!!!!!!!!!
!!USE AT OWN RISK!!
!!!!!!!!!!!!!!!!!!!
1.4S Changes:
- now based on chillywilly's 1.4 menu
- //scode tags in source code where I altered it
- more and bigger boxarts (about 300, 4x the size)
- boxarts now load from SD
- if game is not found in database, default save option will be MEMPAK
meaning you most likely need a Mempak to save.
Download : http://www.neoflash.com/forum/index....ic,6230.0.html
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August 8th, 2010, 23:29 Posted By: wraggster
Pate has posted some new WIP news of his Dos Emulator for DS
DSx86 fixes
Last week I did not have any time to work on DSx86, as I had various work-related things to do and also other "real life" issues that I had postponed during my summer vacation. Yesterday I finally began working on DSx86 again, and found the bug that caused the memory error in Maupiti Island. I had coded a shortcut for the memory allocation routines when launching an EXE program, and my shortcut did not handle the EXE header MaxAlloc field properly, it always allocated the maximum amount of memory. Normally all programs want the maximum amount of memory, but the TSR program in Maupiti Island was the first program that had the required amount of memory in the EXE header and did not adjust the memory allocation itself. After I fixed that routine the game loaded fine and seems to work.
I was also requested via email to look into a screen resolution problem in a game called Mahjong Fantasia. I noticed that it went to 640x200 screen mode, but still wanted to display 400 lines. There is no screen mode preset for 640x400 resolution, so the game accessed the CRTC registers directly. I enhanced my VGA emulation so that the vertical resolution is no longer tied to the current screen mode, but instead it is determined by the CRTC register values (like in DOSBox). This might cause problems in some games, but most likely it will work better than the mode-based resolution detection. At least Mahjong Fantasia began to display a correct resolution, and also Gods (another game that accesses CRTC registers directly) still works.
I have also added some simple missing EGA and Mode-X opcodes based on the debug logs I have received, again thanks for those! Other things on my TODO list I have not yet looked into, but at least the above mentioned improvements will be in the upcoming 0.23 version.
SuperCard DSTwo SDK betatesting
Several DSx86 users sent me email letting me know that SuperCard are giving a beta version of their DSTwo SDK to selected homebrew coders. So, I decided to contact SuperCard and request the beta version of the SDK. They accepted me to their beta test program (thanks SuperCard!) and sent me the SDK. I don't have the actual DSTwo card itself (which they also will send me) yet, so I can not properly test the SDK until I receive the card as well. However, I can start porting DSx86 to it immediately, and this is what I began doing yesterday.
The first problem was that the SDK (or rather the mipsel-linux toolchain that it uses) is meant to be run on Linux, and I have only Windows machines. This turned out to not be a major problem, though, as running VirtualBox on my Windows XP machine and installing Ubuntu Linux on it allowed me to install the SDK and compile the libraries and examples fine. I am familiar with the Linux command line tools, but I have actually never used the Linux graphical UI, which however seems to be reasonably similar to Windows so I am not totally lost with it. :-)
There does not seem to be any major problems compiling the C and C++ source codes, but obviously I need to write the ASM parts pretty much from scratch for the MIPS architecture. It will be interesting to study another new hardware architecture, and the MIPS architecture seems to be very different from ARM, even though they both are RISC processors. What little I have found out so far about the MIPS architecture compared to ARM is this:
MIPS has 32 general-purpose registers (while ARM has only 16). This will make it easy to keep all the x86 general purpose registers (only 8 of them) in the CPU registers, and still have a lot of extra registers for the emulator-specific stuff.
MIPS is luckily little-endian, same as ARM (as used in Nintendo DS) and the x86 architecture.
There are no CPU flags in MIPS! This is a bit strange, and will force me to use the "lazy flags" method of handling the emulated flags. This will slow down the code, but on the other hand it will allow me to emulate the Parity and Auxiliary Carry flags of x86 properly.
No free shifts and rotates in MIPS. This has been a cool feature in the ARM processor, so now I have to un-learn all these tricks with shifted register values. MIPS has 16-bit immediate values, though, so many ARM tricks are not actually needed on MIPS.
My working on the MIPS port of DSx86 will of course take time away from improving the current DSx86, but I think DSx86 is already working reasonably well as it is. Many games still need fixing and there are many general improvements that could be made, but I can continue working on these even while I concentrate on the DSTwo SDK testing. SuperCard probably expects me to actually work with their SDK, or they would not have sent it to me. I think I owe it to them to test it properly and report the possible problems and enhancement ideas I find when trying to port DSx86 to run on DSTwo.
With the DSTwo version of DSx86 (currently named "DS2x86" :-) I plan to support 386 instructions, and probably also 486 instructions. I will first port my tester program (which simply tests each CPU opcode for correct results), as it is much simpler than the full DSx86 and with that I can concentrate on the CPU emulation and make sure I get it to work correctly. After that I will probably try to get Norton Sysinfo running in it, just to see what the emulation speed will be like.
It took me about half a year from when I started working on DSx86 to when the first alpha version was released, so it might take about the same amount of time with the DSTwo version. On the other hand I have learned quite a lot about emulation in general, and the C and C++ codes do not need major changes, so it might be that I get something working much sooner.
http://dsx86.patrickaalto.com/DSblog.html
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August 8th, 2010, 23:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12199&f=19
Jim proposes a tech demo racing for the DS , "For Physics" which featured a Ferrari F40 on a Formula 1 circuit .
Hi
I've made a while ago was racing demo , WHERE you drive a Ferrari F40 on the Ground of the Norisring.
It's a very dark Demo, Because I have not included a sky. The graphic part Was Not so important for me for this version.
I've Used models that I've found on Several pages. The F40 IS from a NFS- Page and the track Is a model for racer.nl That Was Converted so I do not know the original game from Which it is.
More important physic Was The Code That Is Mainly by Marco Monster . I tried to get it stable and a new serie a good feeling for driving a car. Because I've included the de cette Norisring purpose only the important share of the track. It 's Only There For testing the driving . It's a complete flat track so I hadn't to change the 2D physic engine much.
At the moment I'm working on the graphics and the crashes. So I hope to release a new version in the near future.
For more information and links ( about as physic in general) visit my page.
http://www.jimb.de/Projects/Racing.html
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