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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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June 30th, 2010, 21:11 Posted By: wraggster
Regular Hackaday reader [Osgeld] is at it again with this USB conversion for an NES controller. This is a ubiquitous hack that we started seeing very early on, sometimes involving an adapter kit, and other times including things like a thumb drive and USB hub. But this time around is truly a bare-bones version. He’s using an Arduino but it’s really just an AVR ATmega168 running the bootloader. We’d wager this can be done with an ATmega8 just as easily. Grab a couple of diodes (we never seem to have the 3.6v zener diodes around when we need them), a couple caps and resistors, a crystal and you’re in business. The hack wires each button to a pin and implements a keyboard HID that can be mapped for any purpose you desire.
http://hackaday.com/2010/06/30/nes-c...o-usb-gamepad/
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June 30th, 2010, 01:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11998&f=19
Update 2010.06.21 for Wind Pro DSi, PC application including 3 multi- emulators for the Nintendo DS ( No $ gba / DeSmuME / iDeaS ) and 1 for the Game Boy Advance ( VBA- M ) and tools ( customizable emulator / Zoom / etc ...).
Reminder : Uninstall the previous installation before installing the new version .
Wind Pro 2010.06.21 Changelog:
- Open ROMs compressed ROM Automatically runs
- When Installing in " Portable " and Does not create " uninstall "
- New option to install it x32 or x64 - bit mode
- New iDeaS 1.0.3.6 beta
- New DeSmuME SVN 3672 (x86 and x64 )
- New USRCHEAT.DAT ( temp) 06/18/2010
- New updates Checker PRO WINDS
- VBA Link now lets you select the number of players
http://windspro.blogspot.com/
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June 30th, 2010, 01:27 Posted By: wraggster
News/release from syslock
Hi there,
recently Chinese Touch version 1.3 was released and can be downloaded from the project page at Google Code. I added release notes describing the differences regarding to the previous release version 1.2 to the wiki. Some of those new features where already supported by the latest dev snapshot by the time of my previous blog post here at Drunken Coders. While lookups from large dictionaries and dynamic word lists where already supported back then, many bugs and instabilities have been fixed since, some ui components have been improved and you get more flexibility when generating different kinds of word lists from the lesson menu now. I also started to write a user manual, though its still somewhat incomplete.
If you’d like to help out coding new features, writing docs, contributing ideas or finding bugs, you are welcome! Just leave a comment or send me an email.
There are many things on my TODO list, some of them being:
Improve dictionary converter scripts and try to pack as many meanings as possible into a single result list entry, so you do not have to browse that much to get the right meaning
Provide a character dictionary with images from the CJK stroke order project at commons.wikimedia.org
Heavily optimize font rendering code
Support different user interface languages
Add possibility to add acoustic spelling samples to dictionary entries (maybe using the DS microphone)
Add possibility to add arbitrary images to dictionary entries (maybe using the DSi cameras some day…)
Add radical stroke lookup mode (Need a source dataset! Ideas?)
Add Chinese handwriting recognition some day…
Fix known bugs and shortcomings
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June 30th, 2010, 01:25 Posted By: wraggster
News/release from pichubolt090
In this game, flies will happily fladder around behind your touch screen, and you must get rid of them! How? Splat them with your stylus, of course! But beware: each time you tap on the Touch Screen, you will damage it! How many flies can you kill before you need to send your DS to the Nintendo Product Reparation Service?
Controls
Generally the entire game is controlled with the Stylus. You can pick up a powerup by touching it. Once you have got a powerup - this is important to know - you can use it by pressing either the L or R shoulderbuttons.
Challenges
1. I Can Swat Flies! (Kill ??? flies in one round)
2. Average Bug Killer (Kill ??? flies in one round)
3. Merciless Killing Machine (Kill ??? flies in one round)
4. Experienced Player (Play ??? rounds)
5. Poor, Poor Touch Screen (Crack Touch Screen ??? times)
6. So Greedy (??? and use ??? powerups in one round)
7. Undead Apocalypse (??? one ??? fly)
8. LOLOLOL ZOMG H4X! (???)
If you find the easter egg, please don't tell other people where/how to get it.
Powerups [I'm currently looking for new powerup suggestions. Post if you got one!]
There are powerups too, 3 in total. They will fall down every now and then.
- Clock: Stops fly's movement for a few seconds.
- Bomb: Instantly kills the fly. Don't use on zombified fly, you won't receive the medal!
- Wrench: Repairs 5 to 6 cracks.
Change Log
- Even more file shrinking
- All MP3s now have a 64 kbps bitrate, which is recommended
- Changed title graphic, DS on top screen didn't look too well.
- Edited font graphics
- A couple of challenge bug fixes
- A window will now pop up if you have completed a challenge (like in Brawl ^^)
- Changed some sound effects
!WARNING!
On a DSTT (TopToy DS) flashcart it appears to happen that saving does not work and the DS hangs. When rebooting the DS after the hang, DSTT fails to load one time. One more time rebooting and the menu works, though. Problem here is: your SD Card will be damaged - files will accidentally be deleted and/or get corrupted. I strongly disrecommend to play this game on a DSTT flashcart.
http://dsgamemaker.com/forum/viewtop...8ad90021af1d45
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June 30th, 2010, 01:15 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...85-t20417.html
In here is a ghost ! DeSmuME Wii version comes with its R185 official !
DeSmuME Wii is Nintendo DS emulator for the Wii developed by Castlevania
The emulation is quite slow !
To see if your games work , see Compatibility List
You must put your ROMS in. kts in x : / DS / ROMS
The backups are going in x: / DS / SAVES /
If you want to use a BIOS put it in x : / DS / BIOS / appointed and biosnds9.rom biosnds7.rom
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June 30th, 2010, 01:10 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dance...04-t20416.html
ThatOtherPerson we propose a new version of its game Dance Clone This is a clone of Dance Dance Revolution.
QUOTE
v0.4 - Jun 28 , 2010
Here Is The long- overdue update to dance clone !
For Those of you having trouble running it calculated previously off of a USB storage device "should" Probably this fix it for you . It Will Also of course work Still Perfectly year from SD card.
Requested As You Can Also Play the game now using a Classic controller D -Pad .
There are now hold notes (arrows That You Need to hold down year for extended period " of time Rather Then just tapping ) . The random step generator Does not use 'em yet so the step queue for Rekcahdam 's Dance , NOW ! ( the song included ) Does Have any. Aim if you import a file Step Mania (Which I'm Assuming how IS MOST of you are getting MOST of your songs and step files anyways ) That uses em Then They Will Get Used in the game .
After you select a song It Will now not only check if the song Dance Has A Clone step leading goal What Will Also check that file Has Difficulty modes for tracks Rather Then Assuming ITS setup for all of them ( a LOT of available songs donation Step Mania ' Actually does have 5 Difficulty modes) . Instead of just making 'em unclickable Even now it wont show buttons for modes Difficulty That are unavailable.
There are a verity of small fixed and Other Things and exchange . Some Things Should Be faster and a very small portion of files That Could Be calculated previously imported now May Be importable and There Should Be Fewer crashes. Also I widened the range in hitting a step Which Will count as perfect INSTEAD of good.
http://thatotherdev.wordpress.com/ca...s/dance-clone/
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June 30th, 2010, 01:08 Posted By: wraggster
Metaphrasis v0.1.2 released by Armin Tamzarian
Metaphrasis is a static conversion class for transforming RGBA image buffers into various GX texture formats for Wii homebrew development. Metaphrasis is written in C++ and makes use of a community standard and newly developed algorithms for conversion of 32-bit RGBA data buffers into various GX texture formats common to both the Gamecube and Wii platforms.
This library was developed in-full by Armin Tamzarian with the support of developers in #wiidev on EFnet, Chaosteil of libwiisprite, and DrTwox of GRRLIB.
Full Doxygen API documentation is included within the download archive for assistance with program integration.
http://wiibrew.org/wiki/Metaphrasis
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June 30th, 2010, 01:07 Posted By: wraggster
FreeTypeGX v0.3.1, released by Armin Tamzarian
FreeTypeGX is a wrapper class for libFreeType which renders a compiled FreeType parsable font into a GX texture for Wii homebrew development. FreeTypeGX is written in C++ and makes use of a selectable pre-buffered or buffer-on-demand methodology to allow fast and efficient printing of text to the EFB.
Note: As of version 0.2.1 FreeTypeGX has forked into two disparate projects and now relies upon the Metaphrasis library.
This library was developed in-full by Armin Tamzarian with the support of developers in #wiidev on EFnet, Chaosteil of libwiisprite, and DrTwox of GRRLIB.
Full Doxygen API documentation is included within the download archive for assistance with program integration.
http://wiibrew.org/wiki/FreeTypeGX
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June 29th, 2010, 23:43 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Rev 2843 2010-06-29 11:46:39
Author: plombo
Log message:
More mapstrings updates. I think that's all of them!
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June 29th, 2010, 23:31 Posted By: wraggster
Back in the days of the NES, Nintendo toured the country with now collectible Nintendo World Championship cartridges. This summer, Nintendo is doing something similar for Wii.
Nintendo is bringing Wiis to Six Flags amusement parks and a few malls in search of the best Wii Sports bowlers. That’s one of the five events in the Wii Games: Summer 2010 event. The others activities are Wii Sport Resort’s 3-point basketball challenge, Wii Fit Plus’ Hula Hoop mini-game, Mario Kart Wii’s Mushroom Gorge track in time trial mode, and the coin battle in New Super Mario Bros.
Top teams in each division will fly to Los Angeles for the finals where they get a Wii Games jersey and a chance to win all of Nintendo’s first party Wii games for a year.
The official site has a list of locations, dates, rules and scoring details. Did you know Nintendo multiplies your bowling score by 10 to calculate your tournament score? Now you do.
http://www.siliconera.com/2010/06/29...-championship/
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June 29th, 2010, 23:26 Posted By: wraggster
Ben Michaels was on the verge of losing sight in his right eye. The solution? Two hours of Mario Kart DS a day -- using only his bad eye -- until the condition improved. And improve it did. We wonder if using the comparatively dim original DS handheld helped... and we're dying to know what fantastic anecdotal treatments the autostereoscopic Nintendo 3DS might afford civilization at large.
http://www.engadget.com/2010/06/28/a...ormal-eyesigh/
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June 29th, 2010, 23:21 Posted By: wraggster
In a recent interview with TechLand, Project Sora CEO and Kid Icarus: Uprising designer, Masahiro Sakurai, revealed how his debut 3DS title came about.
It all began, Sakurai revealed, with Nintendo president Satoru Iwata revealing the 3DS hardware to him. At the time, 3D technology hadn’t been decided upon as one of the defining features of the device, so all Sakurai had to go on was the increase in hardware over the Nintendo DS.
“Anything is okay, you do whatever you want,” Iwata had told his former colleague from their HAL Laboratory days, even giving him the authority to use a Nintendo franchise. At the time, Sakurai envisioned a game with a combination of air and ground combat, followed by a boss battle, and decided upon Kid Icarus, following his modernization of Pit in Smash Bros.
However, while Kid Icarus eventually turned out to be a perfect fit once the 3D technology entered the picture, another franchise was originally under consideration, but didn’t make the cut for design reasons.
“Yes, there actually was one other and that was Star Fox,” Sakurai revealed.
“But the problem with Star Fox was that — and you’ll see this when you see the trailer for Kid Icarus — is that the game design incorporates a lot of different views. For example, flying and shooting sideways or turning around and shooting behind and I felt that there were some restrictions with Star Fox in this regard. With Pit, there is a certain amount of flexibility that is allowed and makes a better fit for this gameplay.”
Luckily for fans, Star Fox ultimately managed to make its way to the 3DS as well, in the form of a Star Fox 64 remake.
http://www.siliconera.com/2010/06/29...-game-for-3ds/
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June 29th, 2010, 23:15 Posted By: wraggster
US retailer GameStop has listed a James Bond: GoldenEye controller for Wii for pre-order, for the princely sum of $69.99 (about £46 or €57).
The listing, spotted by Destructoid, appears to confirm earlier rumours that Activision's new GoldenEye game for the Wii would be offered alongside a special controller.
Destructoid has pictures of two possible special controllers. One is an official Nintendo Classic Controller with a gold finish. The other is a Wii Zapper-style gun shell for the remote and nunchuck, styled, rather cutely, after the Klobb sub machine gun from Rare's original N64 game.
The price tag seems high, although Destructoid points out that it could refer to a bundle of controller and game.
GoldenEye, developed for Activision by Eurocom, is a Wii-exclusive shooter that retells the story of the 1995 Pierce Brosnan film, recasting current Bond Daniel Craig in the lead. It's not a remake of the Rare classic, but pays tribute to it in various details and in the spirit of its frantic multiplayer mode.
It also supports every control scheme under the sun, including pointer and nunchuck, Zapper, Classic Controller and GameCube pad.
http://www.eurogamer.net/articles/wi...ller-for-USD70
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June 29th, 2010, 17:10 Posted By: wraggster
This one slipped under the net yesterday: Interplay's resurrecting MDK2 for Wii and creating MDK2 HD for PC.
The Wii game will be released this Winter on WiiWare. The PC game "will follow" on the Beamdog distribution platform, according to the Interplay website.
Beamdog will handle development of both games.
MDK2 was made by BioWare and released on PC and Dreamcast in 2000.
http://www.eurogamer.net/articles/md...ted-for-pc-wii
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June 29th, 2010, 00:12 Posted By: wraggster
Neoflash have released a new version of their software for the Snes/N64 and Megadrive/32X Flash carts.
Heres whats new:
The MD/N64/SNES/PC-E/NDS Myth flash cart Pro programmer V1.02 [June.29th 2010]
history:
[2010-6-21 V1.0 beta5]
* fix snes can't patch bug
* fix flash rom format bug
* add neo2 shell folder bar
* add md plug in files
[2010-6-25 V1.01]
* fix bug of add in win7
* update SNES BIOS to V0.26
* update MD BIOS and plugins
* and shell folder bar
[2010-6-28 V1.02]
* fix modify bug(which can't see the modify after done) in 1.01
* fix gba browse bug in V1.01
* upgrade the SNES menu / MD menu / MD plug in to the last version, thanks Mic_, ChillyWilly and Conle!
download:
http://www.neoflash.com/forum/index....ic,6184.0.html
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June 29th, 2010, 00:09 Posted By: wraggster
GRRLIB v4.3.0 released by the GRRLIB Team
GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications.
GRRLIB is supplied as a standard C/C++ library (aka. archive) called 'libgrrlib'. Because GRRLIB processes JPEG and PNG images, it requires the installation of the 'libjpeg' and 'libpngu' libraries. 'libpngu', in turn, requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO functions to allow real-time loading and saving of graphical data, and thus also requires 'libfat'. GRRLIB also has the possibility to use TrueType fonts, so 'libfreetype' is also required.
Update History
4.3.0 - June 28, 2010
libpng was updated to version 1.4.2
libjpeg was updated to version 8b
zlib was updated to version 1.2.5
FreeType 2.3.12 support (first support)
3D primitive drawing: torus, sphere, cube, cylinder and cone
Light functions (diffuse, specular, spot) + ambient
Splitted functions for rotation/translation/scaling 3d object.
Here is the list a new added samples demo code :
3d_light1 -> Simple Diffuse light sample code
3d_light2 -> Simple Lights and GRRLIB_ObjectViewInv sample
3d_light3 -> A little Specular light sample code
3d_light4 -> Spot Light Sample Code
3D_sample5 -> Simple demo of rotation/translation/scaling 3d object.
ttf -> TrueType Font demo
http://wiibrew.org/wiki/GRRLIB
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