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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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May 31st, 2010, 22:26 Posted By: wraggster
Another round of NeoGeo Data East games are coming to Virtual Console in Japan. Fighter’s History Dynamite (aka Karnov’s Revenge) is scheduled to come out in Japan in June. Data East added a few new characters and kept the glowing clothes dizzying system from the previous game.
Windjammers, a mix of Frisbee and air hockey known as Flying Power Disk in Japan, is also coming in June. Each game costs 900 Wii Points ($9). Neither game was part of Data East Arcade Collection, so there may be a chance these games will be released as Virtual Console downloads in North America too.
Heisei Shin Onigashima Sequel, a Satellaview download for the Super Nintendo, Blaster Master and SD Gundam World: Gashapon Warriors Senshi Wars are the other Virtual Console games slated for next month.
http://www.siliconera.com/2010/05/31...rtual-console/
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May 31st, 2010, 22:16 Posted By: wraggster
Nintendo DSi owners have access to Art Academy, a series of Nintendo developed art training games. Regular Nintendo DS owners don’t, but Nintendo is about to change that.
Multiple retailers in Japan have Artistic Taste Classroom in their database with Nintendo as the publisher. AmiAmi’s listing is more detailed and says this painting lesson game is actually a packaged version of two DSiWare games – Art Academy: First Semester and Art Academy: Second Semester.
We’ve seen Nintendo DSiWare compilations before, but not from Nintendo. If it comes out in June, as online retailers suggest, Artistic Taste Classroom will be a first for the Big N. Perhaps, an Art Style compilation could follow?
http://www.siliconera.com/2010/05/31...o-nintendo-ds/
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May 31st, 2010, 22:11 Posted By: wraggster
Capcom is about to release Mega Man Zero Collection for the Nintendo DS. Yes, it’s a compilation of the four GBA Mega Man Zero games, but this also has some bonus features.
Capcom officially announced these features:
- Collection Mode: Players can collect wallpapers for the bottom screen, mod cards, and character cards. Character cards come with facts about characters in the Mega Man Zero series so you have a portable character dictionary of sorts. Mod cards are earned when modifying Zero.
- Button configuration: You can customize the controls in Mega Man Zero Collection.
- Easy Scenario mode: This is a “beginner friendly” version of the Mega Man Zero games where you go through Mega Man Zero 1 through 4 in order.
Mega Man Zero Collection makes its debut in North America on June 8th for $29.99
http://www.siliconera.com/2010/05/31...-new-features/
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May 31st, 2010, 20:25 Posted By: wraggster
In the modder scene, smaller is definitely better. We've seen a huge line of portable N64s over the years, each successive one claiming to be slinkier than its predecessors, but from what we can see the TrySixtyFource has 'em beat. It isn't as aesthetically appealing as the Nimbus 64 nor the Kamikaze 64, and the tiny switch buttons on the rear for the Z/L and R buttons don't look particularly finger-friendly. But, it's hard to argue that ShockSlayer's creation is a good bit smaller than the rest (despite its girth). It's also for sale, if you have the requisite amount of coin, and while the video after the break proves that it works, the lengthy intro will also confuse and befuddle you. We'd recommend skipping ahead to the 3:40 mark.
http://www.engadget.com/2010/05/31/m...rysixtyfource/
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May 30th, 2010, 23:54 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11901&f=54
Drakon we offer and Shadow "JellyCar Wii" v1 at the Nintendomax Wii Dev Competition in 2010 , platform game where you control a vehicle which must reach the end level, but beware of the laws of physics.
JellyCar Is a game platform WHERE you are driving a squishy as squishy worlds-through, trying to Reach the exit. The game features soft body physics for all of the objects in the world. Also because your can transform for a limited time to aid the growth-through level.
Rest: There are two ways That You can choose - single player and multi player split screen is (only for 2 players right now). There are 30 Level Currently and 12 skins for cars. This is harbor from my PSP version. What is funny i do not have Wii game XD So all testing is done Was emu (Dolphin not input support for homebrew XD) and my friends On their Wii. Sadly I Have Never Played My Own game console is real: /. Goal I hope so Will you all like it:> This is my first time ever coding for this console - yes I Was encouraged by the competition to do this so competitions like this are useful. There May be still Here and There Some errors but I do not Have More Time
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May 30th, 2010, 23:24 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...bfcfad43320232
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May 30th, 2010, 23:13 Posted By: wraggster
News/release from SatNav
This is the first 'proper' release of my Rubik's Cube game for the DS. Although it is currently a little way from completion, it is intended to be a fairly fully-featured Rubik's Cube simulator with saving and loading, scrambling, painting and solving features. You can download the rom here.
Working as of this release:
* Saving and loading
* Scrambling
* Palette editing
* Painting
Still to do:
* Step-through solving
* Background decoration (colours, wallpapers)
Any and all feedback is appreciated, and for those interested, the full source can be found here
Cheers,
Mark.
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May 30th, 2010, 23:05 Posted By: wraggster
Pate has posted more news of his WIP Dos Emulator for the Nintendo DS:
Firstly, in case you haven't noticed this yet, DSx86 now has a Compatibility WIKI page where each of you can mark games that work or don't work on the current DSx86 version. Special thanks to Master_Thief for setting up that wiki page and for testing the majority of games on it! With the wiki in place there is no need for you to report working games to me any more. :-) Please send me bug reports about games that don't work, though, especially with a debug log if applicable, so that I can attempt to fix the problems before releasing the next version.
The past week was mainly spent fixing various bugs in the emulation code. I also added several missing (mainly graphics) opcodes that have been mentioned in the debug logs I have received, thanks again for those! The biggest (and scariest) change was that I rewrote the IRQ handling (again!) to fix a problem that was revealed by a game called Galactix.
The problem in Galactix was that it usually only played the first note of the game music, and then later it would hang at a random time during the intro. I had noticed that when it did hang, it was always running a tight loop that checked whether a certain memory location had a zero. It obviously expected this memory location to change value (based on a timer, most likely), but when it had hung the memory location value never changed. After some debugging and tracing the memory access I got a pretty clear understanding of the timer handling behaviour of Galactix, and after some thought I suddenly got an idea (or rather a theory) about what might be wrong in DSx86.
Galactix uses a "Task Service Manager" (that is part of an error string very close to the memory location it checked, so I believe that is the name of the utility code that handles the timer interrupt in the game) which works by incrementing a variable every time a timer interrupt occurs, and then calling various functions in a function pointer table, each of which have their own incrementing variables, with adders that are not always one. For example, one of the functions might only get called every tenth timer interrupt. Now, the main timer interrupt increments the overall timer interrupt counter at the very start of the timer interrupt, and then each of these functions test if their counters are equal to the global counter value, and if they are, this functions get called and gets it's counter incremented by the adder value, to be ready for the next call etc.
Every time I use something similar in my own code, I have a habit of checking whether the counter value is equal or larger than the value I am waiting for, just to be sure I don't miss a timer increment. This then brings us to my theory, I thought that perhaps some of those functions take such a long time to run that a new timer interrupt happens and starts again running the timer code, first incrementing the global counter. In this situation it would be possible for the functions to miss their next timer tick, and stay waiting for it for the next (almost) 65536 timer ticks.
I decided to implement a new feature to the DSx86 debugger with which you can change the byte in the memory using a syntax E AAAA:BBBB CC where AAAA:BBBB is the segment and offset of the byte and CC is the new byte value. I used this new debugger feature to change the JE opcode to JAE opcode in Galactix, and indeed, after this change the music played fine and the intro did not crash. (Well, not immediately, it crashed after a couple of loops, but that was not unexpected as the IRQ handlers are not meant to be re-entrant.) This test did prove my theory that I did not handle the "End-Of-Interrupt" command properly, but instead allow new interrupts to re-enter the interrupt routine.
So, I spent some time implementing proper IRQ handling to avoid this situation in the DSx86 IRQ code, and I also (finally) moved all the interrupt-related stuff to a new source code file. Now it is not scattered around the emulator code but in a single place, so if I still need to make changes to it, it will be easier (and not as scary!). After this rewritten IRQ handling Galactix looks to be running fine.
I also fixed the graphics problems in Catacomb Abyss. I had not implemented the split screen handling in the EGA modes, only in the Mode-X graphics modes, and Catacomb Abyss wanted to use a split screen for the low part of the screen. I also found a problem in the EGA Write Mode 2 handling with 16-bit opcodes. After these fixes Catacomb Abyss began to look correct. Also, the LOADFIX command I added into the previous version only worked with EXE programs (silly me), which is why it did not help with Ultima 4, for example. I implemented it also for COM programs and now Ultima 4 goes to the actual game properly.
Finally, I managed to fix the problems preventing the Sysinfo program from Norton Utilities 8.0 to start. I had used Sysinfo 5.0 in my own tests, which did not need some of the additional DOS functions that Sysinfo 8.0 needed. In the next version Sysinfo 8.0 will also run. The picture below is actually here so you can see why I don't plan to support 386/486 opcodes with DSx86. :-) There is not much point when the games will run that slowly. Well, I might support some of the 386 opcodes that can "accidentally" be left in the 286 programs, like long conditional jumps, but I won't add support for 32-bit registers, for example.
I have recently been using the iDeaS emulator to test DSx86 on my PC, with the R4 DLDI patch so I can actually run the DOS games in it. The emulator is pretty slow, but I have now learned to use it's debugger so it has helped me in debugging the problems in DSx86. It does have some bugs, though, which I have reported to the author. Hopefully the next version will run better.
Finally, in case you are interested (and even if you aren't :-), here is a picture of the access statistics for my DSx86 pages. Quite a steady increase of visits, and as I have a 15GB monthly bandwidth limit by my web provider, I soon need to start keeping an eye on the bandwidth, and then perhaps start zipping the files hosted here if the limit starts approaching. Looking at the logs is of course one motivation boost to keep working on DSx86, it is nice to see how more and more people find DSx86 interesting. :-)
http://dsx86.patrickaalto.com/DSblog.html
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May 30th, 2010, 22:45 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PCSX-...84-t20018.html
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May 30th, 2010, 22:45 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PCSX-...84-t20018.html
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May 30th, 2010, 22:36 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...65-t20011.html
The pace of releases has slowed to WiiXplorer but here is the R165 of the file browser on the Wii made by dimok and r-win.
Are also available Forwarder v5 and Alternating Forwarder of Leathl & Jeanny
WiiXplorer:
- Copy / move / delete / rename files and folders from SMB / USB / SD / DVD
- View the properties of a file or folder
- Do a search on SD / USB / SMB / DVD / WiiDisk
- Launch a file .dol / .elf
- See the videos of Wii and GameCube
- Open files. TXT /. / XML. MP3 / .OGG / .wav /. SNB /. AIFF
- Read the images formats. PNG /. Jpeg /. GIF /. BMP /. BPD /. TGA /. TIFF /. GD /. GD2
- Slideshow and zoom images
- Convert images to formats. PNG /. Jpeg /. GIF /. BMP /. TIFF /. GD /. GD2
- Making screenshots
- Explore and decompress archives in formats. ZIP /. Rar / zip .7 /. BNR /. U8Archive /. RARC
- Read file. PDF
- FTP Client and FTP Server
- Text Editor
- Support with USB2 cIOS202
- Support for file system FAT and NTFS
- Address bar with road access
- Multi-language
- Support for different fonts
- AutoUpdate
QUOTE
R165
- Initial commit MusicPlayer. If you find bugs, please carry 'em in the following section. Adding a slide in / out effect for the PlayList IS under construction.
- Added a cool calculation Video Cutoff Which cuts off the unneeded video. It Allows You to have ZoomIn Without Much As You want "any glitches. I Tested it with continuous zoom for about 2 mins Without "any graphical glitches.
- Removed for ZoomLimit ImageViewer and PDFViewer Since it's not needed anymore.
- Fixed the alignment of the Settings Values
- Renamed a few "Settings.
- Added a Share Option For Each Disconnection SMB Share and has Option For Each Client Disconnect FTP Client
R164
- Updated Some language files
- Made option gains value entries When the scroll is Too long and you hover over it
- Added tooltips to the iconbrowser Which show the full file / foldername if you are over it
- Fixed bug in the sound playback. The weird Clicking That Sometimes Comes is gone now.
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May 30th, 2010, 22:27 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-Wii-141-t20009.html
Pimp My Wii is a 1.41 homebrew developed by Attila, Administrator of the forum Wii-info.
This homebrew allows the installation of an automatic or manual hack, it detects if you have the latest available versions of IOS, BC, MIOS, System Menu 4.1, chains and Nintendo Official cIOS Waninkoko and Hermes.
Refer to readme.txt for usage.
QUOTE
Version 1.41
- Fixed a message displayed upon detection of cIOS of Hermes.
- Added fix Wad Manager to install wad trucha signed with Hermes cIOS Waninkoko v5 and v19 (even if the IOS wad on your SD / USB should be original and therefore NOT trucha signed).
- Installs on the IOS 250 cIOS Waninkoko 57 rev 19 (revision 65535), for safety issues.
- Update cIOS Hermes 5.1.
- Now checks that the "real" version of cIOS Hermes is 5.1 and not just the revision of cIOS (65535).
- Fixed a problem where the cIOS Hermes could not be scanned.
- Miscellaneous Changes.
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May 30th, 2010, 20:24 Posted By: wraggster
Canoe.ca, the web home of Canadian newspaper publisher QMI Agency, has revealed a new Wii hockey game on the way from EA, called NHL Slapshot. This new game has two distinguishing features: first, it is controlled with a scaled-down hockey stick peripheral, into which the Wiimote and Nunchuk are placed; second, it features the likeness of Wayne Gretzky, the retired NHL star so famous that even non-Canadians have heard of him.
"The stick peripheral will detect slap shots, wrist shots, body checks (done with a cross-check motion) and poke checks," the article explains, "with the Wiimote's trigger used as a modifier to perform passes, dekes and other moves." Though the game will ship with the hockey stick, it can also be played with a bare Wiimote and Nunchuk or Wiimote alone.
NHL Slapshot will be officially announced by EA on Monday, according to Canoe. However, the blog already spilled pretty much all the details, including the September 7 release date.
http://www.joystiq.com/2010/05/30/ea...peripheral-gr/
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May 30th, 2010, 20:16 Posted By: wraggster
Put down that "rare" Transformers figurine, hide that box of "real" Japanese Anime, and don't even think of showing us your Ninja Turtles costume: we've found the ticket to cool you've been looking for. CTA Digital, who has always excelled in building stunningly superfluous gaming accessories has outdone itself with the new Inflatable Racing Kart. The best news? It'll support up to 300 of your hip-cool-guy pounds. Check out a video after the break in case you're not convinced.
http://www.engadget.com/2010/05/29/c...you-can-be-th/
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May 29th, 2010, 01:04 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Sheeft offers us the version 0.4 of its adventure game / puzzle that participates in the Nintendomax Wii Dev Competition 2010 , "SCAPE".
Version 0.4:
Creating a new type of static platform
Correction of the end zone level
Fix release level
Recalibration of certain physical properties
Added a background for the World 2
Added a message when you unlock a world and return to menu selection of the worlds
Adding levels
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May 29th, 2010, 01:01 Posted By: wraggster
News/relase from baro
This is a small game I made as part of a college project about the NDS. As it’s an example of “some things you can do”, it uses most of the features of PAlib (an old relase, tho).
The goal of the game is to catch the more fish, or the bigger fish, or more of the bigger fish, or to put it simply: fish a lot! You use a rod, but no lure: real rednecks use dynamite!
Use the pad to control the dynamite: left and right to move. Down to accelerate the fall. Up to slow it down. You can’t lift it, and if it touches the sand, that’s it.
When you think you’re going to catch aplenty, touch the dynamite and watch your results.
Maybe you want to know that the scenario changes depending of the time (night/day) and also the behavior of some of the fish. Also the owl reacts differently to different scores. So if the owl looks at you like ” ¬¬ ” it means you can do better!
It saves highscores to FAT, unless you are on an emulator.
The game is in Spanish, but you only only need to know this:
Pesca deportiva con dinamita = Sport fishing with dynamite
Toca la pantalla = touch the screen
¡Pesca! = Fish! (verb)
Pulsa culquier tecla = press any key
Has hecho un record. Conseguiste x puntos. Puesto X. Nombre: = You got a highscore. You made x points. Top X Name:
It’s buggy as hell, but I got a high grade in the project and passed Graphics in Computing, so all my goals on making the game got fulfilled.
Also
DOPEFISH LIVES
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