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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 27th, 2010, 22:03 Posted By: wraggster
505 has unveiled the first details of Grease: The Official Video Game, with the emphasis, appropriately enough, on singing and dancing.
The title is due on Wii and DS this September, as one of the most popular and enduring entertainment franchises of the past 30 plus years finally makes its debut in the games arena.
The Wii version will be packed with challenges and competitions based around singing and dancing to the movie’s, let’s face it, quite brilliant soundtrack – as well as racing down Thunder Road and celebrating with the T-Birds and Pink Ladies at the Rydell High Graduation carnival. It will be compatible with up to two microphones and the Wii Balance Board.
There will be also be a Story Mode in which players can fix up Greased Lightnin’ (which is a real pussy wagon, incidentally) or try to win Sandy’s affections. But essentially it’s a party game, with up to eight players (split into two teams) able to compete at once.
On the DS and DSi, players again dance their way through some of the movie’s iconic scenes, following Sandy and Danny on their high school journey. They learn the officially licensed songs and choreographed moves.
They can also use the camera function on the DSi to upload their face to their favourite character.
Grease will be previewed on 505’s peachy keen booth at E3. Official hands on previews are available by appointment.
http://www.mcvuk.com/news/39187/Grea...unveiled-at-E3
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May 27th, 2010, 01:18 Posted By: wraggster
News/release from relminator
This is an old-skool type shooter. Features: 2d gameplay, 3d background, Uses the 3d core to render 2d sprites, No 128-sprite limit, Bullet Hell (via BulletRel). Runs on a Real DS (via flash cart) or emulators like (no$gba and desmume)
Update:
* Migrated the rendering engine to use the 3d core.
* Optimized the rendering a bit using GFX_VERTEX_XY instead of GFX_VERTEX_16. (depth is managed manually)
* Sprite rotation and clean stretch implemented
* Coded and BASIC(Freebasic) UV coord auto generator for my sprite images for ease of loading.
Download:
http://rel.betterwebber.com/junk.php?id=101
As usual, source is included.
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May 27th, 2010, 00:51 Posted By: wraggster
News via http://www.aep-emu.de/
D-Pad Hero is a series of rhythm/music games for the Nintendo Entertainment System (NES). You know, that game console you still used to play circa 1990.
D-Pad Hero pays homage to our own favorite NES games and popular music artists. It´s our vision of what music games might have been like in the NES heyday. Now, through the wonders of emulation, you get to experience it yourself!
Enjoy the games, and remember to tell all your friends what a blast you´re having.
- The D-Pad Hero team
http://www.dpadhero.com/Home.html
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May 27th, 2010, 00:50 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15153.html
The NES emulator My Nes has been updated.
Quote:
Version 0.9.1.1
Added mappers # 6, 8, 17, 19, 21, 23, 24, 81, 113.
Added new sound mixer.
Added sound volume controler.
Added fullscreen toggle ability.
Search engine in the browser improved to be faster.
Bug fixed: roms loaded twice when you select a folder in the browser.
http://sourceforge.net/projects/mynes/files/
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May 27th, 2010, 00:35 Posted By: wraggster
[Gerry] sent us pictures and a few details on replacing the Game Boy cartridge chip with a flash chip. For the prototype he used a PLCC and a little wire porn to interface a flash chip with the cartridge’s PCB while still having access to it for programming. In retrospect he plans to use a 32-pin ZIF socket on the next version to make things easier. It does work and he’s had some success loading his own code and getting it to run. There are other cartridge hacks that let you load code onto a cartridge but if you have the knowhow and the parts this makes for a fun weekend project. We’ve posted the rest of the photos that [Gerry] sent us after the break.
http://hackaday.com/2010/05/26/plcc-...cartridge-rom/
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May 26th, 2010, 20:44 Posted By: wraggster
Alongside the digital only episodic Sonic the Hedgehog 4 that’s due to hit digital platform later this year, Sega has lifted the lid on a brand new home console outing for the famed gaming mascot.
Sonic Colours sees our hero visit an alien theme park plagued by series’ villain Dr Eggman. It combines 3D gameplay with classic 2D sections.
“The vibrant alien world of Sonic Colours enables players to race at top speed through incredible looking planets, each with their own unique visual style.” Sega’s senior VP of marketing Gary Knight stated.
“In addition to the classic Sonic game play style, the colourful new Wisp power ups offer a fresh new way of exploring these worlds and helps make Sonic faster than ever before.”
The game is due out in ‘late 2010’ on the Wii and DS.
http://www.mcvuk.com/news/39167/Sega...-Sonic-Colours
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May 26th, 2010, 20:44 Posted By: wraggster
Alongside the digital only episodic Sonic the Hedgehog 4 that’s due to hit digital platform later this year, Sega has lifted the lid on a brand new home console outing for the famed gaming mascot.
Sonic Colours sees our hero visit an alien theme park plagued by series’ villain Dr Eggman. It combines 3D gameplay with classic 2D sections.
“The vibrant alien world of Sonic Colours enables players to race at top speed through incredible looking planets, each with their own unique visual style.” Sega’s senior VP of marketing Gary Knight stated.
“In addition to the classic Sonic game play style, the colourful new Wisp power ups offer a fresh new way of exploring these worlds and helps make Sonic faster than ever before.”
The game is due out in ‘late 2010’ on the Wii and DS.
http://www.mcvuk.com/news/39167/Sega...-Sonic-Colours
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May 26th, 2010, 01:57 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
thermo_nono moved vrsione 0.3 of "KnightmareDS", an adaptation of the shoot em up released on MSX in 1986.
Here are our loyal Knight Popolon back on our screens for our greatest happiness.
Modifications compared to the original game: I first tried to make a port as faithful as possible to this game so I reproduced the map stage01 "pixel-perfect, the graphics are drawn from a image found on the web offering the solution of the game and reworked by myself on M $ Paint. music has also been recovered on the internet and converted into midi format. IT by the software 'OpenMTP' on the advice of blah. Regarding the scenar and gameplay, I relied on the Roma game and an emulator MSX and for this work I have been the least faithful to the original: - break the premium squares of first time. - Waves of monsters appear at different times than the original (though I try to respect the max scenar original).
What remains to be done:
* Code cleaning
* Update of 'nil' missing output of prog
* Trimmings speed, moving monsters, damage
* Complete the managements of arms (the damage, but especially the movement of the boomerang)
* Puts the monsters and the boss and he set an attack strategy
* Add sounds 'SFX'
* It still lacks some graphics and code snippets (exploding monsters, shields, fire)
* Automate the sequence of stages. (Loading of maps, trajectories of monsters ..)
* Porting of 2-8 courses (if it remains the VRAM available ^ ^)
(...) *
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May 26th, 2010, 01:50 Posted By: wraggster
via nmax
Jeff lait has released a new version of Powder for consoles,PSP, GBA and Nintendo DS
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine.
The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play.
iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>
Help menus are no longer off by one. (Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
Remove potential crash when zapping wand of invisibility off map.
Items are no longer revealed by hostiles searching.
Status message "Searched" when you search to make it more clear you did something by searching.
Correct lighting tests for giant mobs along with looser LOS requirements to see them.
No longer crash if a rolling boulder kills the caster and then fills a hole.
You can click-drag on display text to scroll it.
Chris Lomaka's tiles have been updated with some nice new additional icons.
Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
The Akoi Meexx 10x10 and 12x12 tilesets are enabled in SDL builds. The 10x10 has had a round of manual smoothing applied to it.
Status bar on iPhone now rotates and is hidden in landscape mode.
iPhone now uses native keyboard controls.
If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
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May 26th, 2010, 01:50 Posted By: wraggster
via nmax
Jeff lait has released a new version of Powder for consoles,PSP, GBA and Nintendo DS
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
Due to my temporary subversion server being behind my firewall, I had to change the Linux and Mac build machines. I think the Mac build is safe, but if you have issues with the Linux build please let me know. Because if you don't, I'll just retire the offsite machine.
The 10x10 and 12x12 tiles are now enabled on the non-iPhone versions. I'm pretty happy with the 10x10 now, but the 12x12 still need lots of touch up. For those wondering why I did 10x10 first: I've found portrait mode is the way to play.
iPhone users will also be happy that the native keyboard is used. Hardcore POWDER fans will lament that I didn't instead revert to the original GBA keyboard input method. Would be a good excuse for multitouch as you try to chord four virtual buttons plus an direction arrow :>
Help menus are no longer off by one. (Patrick Don't have one, Matt_S, Sam Spencer, Alex Marsh, Robert Barber, mattock)
Remove potential crash when zapping wand of invisibility off map.
Items are no longer revealed by hostiles searching.
Status message "Searched" when you search to make it more clear you did something by searching.
Correct lighting tests for giant mobs along with looser LOS requirements to see them.
No longer crash if a rolling boulder kills the caster and then fills a hole.
You can click-drag on display text to scroll it.
Chris Lomaka's tiles have been updated with some nice new additional icons.
Help menus are platform specific, so GBA users should no longer be taunted with stylus help, etc.
The Akoi Meexx 10x10 and 12x12 tilesets are enabled in SDL builds. The 10x10 has had a round of manual smoothing applied to it.
Status bar on iPhone now rotates and is hidden in landscape mode.
iPhone now uses native keyboard controls.
If you start the game in a room with only secret exits, you are explicitly told that there are secret exits to search for. (Eisel Mazard)
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May 26th, 2010, 01:46 Posted By: wraggster
Ant512 has released a new version of Woopsi for the DS
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Woopsi version 0.99.1 has been released:
http://www.sourceforge.net/projects/woopsi
This version fixes bugs in the slider and scrollbar gadgets.
Fixes:
- Rewrote SliderVertical and SliderHorizontal again to improve accuracy.
- Removed jumpGrip() from all slider gagdets.
- Added setValueWithBitshift() to all slider gadgets.
- Added getMinimumStep() to SliderVertical and SliderHorizontal.
- Removed getValuesPerPixel() from all slider gadgets.
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May 26th, 2010, 01:45 Posted By: wraggster
Lino has released a new version of his Facebook for DS App, heres whats new:
New update for my homebrew, here's the changelog :
Fixed bugs in ram disk management.
Fixed a bug in cyassl library (login error -12).
Added support for EZ 3in1 Plus. (Not tested, please report me suggestion and bugs)
Added new friendships request capabilities.
Added avatars in Notifications Feed.
Added support for PNG images.
Added support for GZIP connections.
Please report me all bugs found. The code is located at http://code.google.com/p/fb4nds/
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May 26th, 2010, 01:43 Posted By: wraggster
News/release from NEON725
I began this project some time ago when I decided I wanted to play D&D in the car when I had access to nothing but some paperwork and my own imagination. Simply put, it is a dice roller that can roll a certain number of dice of varying sizes.
I had intended this to be a total game manager, including quick combat functions, automatic skill rolling, saves, and etc., but I lost the source code. I don't know if I'll remake this, but for now, have the last good build that was on my card when the source was lost.
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May 25th, 2010, 23:32 Posted By: wraggster
Andriasang noticed that Nintendo's official site for all things Fire Emblem was updated earlier today with an announcement for a new ... a kind of new entry in the classic strategy-RPG franchise. The game, which is set to release this year in Japan, is a DS remake of the 1994 SNES iteration of the series, Fire Emblem: Monshou no Nazo Hikari to Kage no Eiyuu (or Mystery of the Emblem: Hero of Light and Shadow). Don't try to reach back in your memory banks and remember the hours you spent playing the original game -- it was only released in Japan, so those hours likely don't exist.
You can check out a cutscene-fueled trailer for the game posted after the jump. It's unclear whether this title will get a US release, though the DS remake of the original Fire Emblem came stateside last February, so there's a decent chance we'll get our hands on this one too.
http://www.joystiq.com/2010/05/25/ni...lem-ds-remake/
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May 25th, 2010, 23:19 Posted By: wraggster
Oh, CTA: It was one thing when you wanted us to stuff our Wiimote into a phony bowling ball or rowing machine, but do you really expect us to strap on these wings and flap our arms like a bird? We don't even know anyone who will 'fess up to playing Bird's-Eye Bull's-Eye, let alone buy a useless accessory for it. Besides, as any good rave / goth / cosplay kid knows, people (and their pets) have been sporting much nicer wings for years now. Get a look at some of our faves below.
http://www.engadget.com/2010/05/25/c...-them-to-stop/
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May 25th, 2010, 00:15 Posted By: wraggster
Newly released today
features
For the first time in the series, the player can create their own hero and choose to journey as themselves
Choose your character’s gender, hairstyle, facial detail, as well as upgradeable equipment and armor which are visually reflected in the character’s appearance
Players can change their Shadows to tactically overcome the game’s many challenges and formidable bosses
Continue the adventure with this new storyline that begins two years after the original Blue Dragon game for the Xbox 360
description
Blue Dragon™: Awakened Shadow is an epic action role-playing game in a fictional open-world environment, the sequel to the critically acclaimed and successful Xbox 360 title. The player, aided by a young boy named Shu and his friends, will possess the power to control phantom shadows that mirror the actions of their masters, giving Shu and his comrade’s miraculous strength and magical powers.
Two years after the first adventure of Shu and his allies, a new threat is about to emerge. Awakened from a long slumber, the new enemies bear some resemblance to Nene, the defeated adversary of the first game, a conundrum which leads the player, Shu, and his friends into a terrifying fight to reclaim the lost shadows and restore balance to the world. With an engaging story and a whole new level of strategy, Blue Dragon™: Awakened Shadow arrives on the Nintendo DS in Spring 2010.
http://www.play-asia.com/SOap-23-83-...j-70-3p0m.html
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May 24th, 2010, 23:34 Posted By: wraggster
The "WiiWaa" doll introduced us to the concept of cramming a Wiimote into a doll's mouth and using that to interact with a game. Majesco is bringing that same idea to a much more mainstream game: the previously trademarked Babysitting Mama.
Using a plush baby into which you have tucked a Wiimote -- and also using the Nunchuk that is somehow hanging out of this plush baby or something -- you play 40 minigames in the usual Cooking Mama style; representing tasks like feeding and changing a baby, or rocking it to sleep. The game will feature six different virtual babies with unique personalities, though you'll be using the same proxy doll to manipulate all the e-babies.
Babysitting Mama is due out this holiday. Unfortunately, Majesco has yet to release an image of the doll, so we can't yet gauge how creeped out we're going to be by this game.
http://www.joystiq.com/2010/05/24/ma...very-own-baby/
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