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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 14th, 2010, 01:24 Posted By: wraggster
An article at Wired discusses the difficulties involved in transferring games that were purchased and downloaded online when users replace their Wii or DSi. "Neither the Wii nor Nintendo’s portable DSi consoles have an upgrade path for downloadable content, since games are tied not to user accounts but to specific machines. It’s impossible for a user to copy content from an old console to a new one. Even some Wii owners whose machines have malfunctioned said it was difficult, or impossible, to get Nintendo to transfer the software licenses at its headquarters." One gamer, who bought the recently released black Wii console, explained that she got Nintendo to transfer her games, but needed to "mail both of her Wii consoles to Nintendo, and wait two weeks," hardly a convenient solution.
http://games.slashdot.org/story/10/0...ransfer-Policy
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May 13th, 2010, 02:22 Posted By: wraggster
Newly announced on Preorder at Ishopvideogame.com
New flash cart coming soon for all DS Versions with built in GBA and Snes Emulator:
Heres the details:
The Supercard DSTWO Card for Nintendo DS, DS Lite, DSi & DSi XL is a high-end slot-1 flash cart solution that allows you to launch games, run applications and play media directly from the device. Simply place your files onto either a micro SD or SDHC memory card (sold separately), insert the micro SD into your Supercard DSTWO, your cart into your DS, and turn the system on. Playing games and media has never been easier!
The Supercard DSTWO, with its beautiful Evolution (EOS) operating system and a powerful on-board processor offers unique and exciting features that you won't find anywhere else. Features such as full GBA emulation, a powerful new GUI, a real-time guide, an integrated auto-patch database, as well as being one of the few flash carts that allows users to upgrade the core firmware. If you're in the market for a sleek and feature-rich flash cart for the Nintendo DS, DS Lite, DSi or DSi XL, the Supercard DSTWO is the one for you.
Pay attentnion before ORDERPRE-ORDERS: The Supercard DSTWO is currently available for pre-orders only, the dispatch date was not revealed yet but we expect it to be in the coming weeks. If you purchase this product now, you will be notified as soon as we can confirm the dispatch date! You may also subscribe to our newsletter to make sure to receive the latest information about the SCDSTWO. Note that the image above is of the Supercard DSONEi and is not indicative of the product.
The Supercards DSTWO is supposed to be released by May 18 2010.It is suggested NOT to order this item together with another products before May 16 ,2010.You are supposed to make the order separately.
FeaturesThe exact feature list for the Supercard DSTWO has not yet been made available, but from previous announcements we know the Supercard DS TWO will feature the following:
-RealTime Functions: RealTime Save, RealTime Game Guide(txt,bmp,jpg) & RealTime Cheat. (More stable, more easy to use, cheat code compatible with R4 and DSTT now)
-Multi Saves (Up to 4 slot), Easy to backup and restore saves.
-Unlimited MicroSD storage space support. SDHC support. FAT or FAT32.
-Multiple languages (English, Simplified Chinese, Traditional Chinese, French, Italian, Korean, Japanese, Spanish)
-Built-in GBA & SNES Emulator.
-Action Slow Motion (4 levels,).
-File Management System (Copy, Paste, Cut and Delete, long file name support).9. eBook (BMP, JPEG, JPG, PNG, TIF, GIF, TXT, PDF).
-Perfect support for long file names;.br /> -Real-time save slot increase to 4 slots. (Exclusive built-in automatic detection of 3D game engine technology, stability, greatly enhanced).
-Give up cheat-code slow motion game play method, improved use of CPU to do operations, "precise control of CPU speed" Achieving the action slowed down, stability / compatibility and better.
-Real-Time Game Guide will support txt formats without conversion, beautify the font is more beautiful; -New UI interface design. Easier-to-use.
-Advanced multimedia playback: native DivX/XviD playback as well as other major formats, similar to the iPlayer.
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May 13th, 2010, 02:12 Posted By: wraggster
News via nmax
News/release from Sylux
Hello
I'm new to this forum. Amateur programming, and wanting to improve myself, I thought that starting a project NDS was the best way to learn while developing its first homebrew
Description:
So my first homebrew SheepSOS, is born by a simple desire to create. So it's no real ambition that I present it to you. It resumes at the same conundrum the fold, then something very well known: three sheep, three wolves, a raft ... The other guess after
I then said I would bring this to the others, I warn that the life of this homebrew is bone short time of an enigma Do not see this game the next hit
History:
24/04/10 - The development of version 0.1 is completedExit provided the evening
15/04/10 - Project final development phase
13/04/10 - This project is half finished, the progress is slow
31/03/10 - Setting up the game system (the most difficult tasks lie ahead )
28/03/10 - Creation of sprites and backgrounds completed
24/03/10 - Development in progress ...
Downloading :
v0.1 http://www.mediafire.com/?mfzikmmn1dw
v0.2 http://www.mediafire.com/?mttwyn2mgcy
Code:
+++++++++++++++
+ + + + + + CHANGELOG
+++++++++++++++
0.2:
- Added a screen and Victory GameOver
- Change sprites
- Fixed a boggue with sprites at a restart of the game
- Added a move counter
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May 13th, 2010, 02:07 Posted By: wraggster
Ant512 has released a new version of Woopsi for the DS
Woopsi version 0.47 is now available:
http://www.sourceforge.net/projects/woopsi
This version adds support for a "drop" event to enable drag-and-drop functionality. The ScrollingPanel has been refactored to fix the bugs spotted by DoZ. It includes a new ColourPicker gadget supplied by Mark Adamson that allows a colour to be chosen by manipulating RGB sliders. It is built with devKitARM r30 and includes the usual set of bugfixes.
Fixes:
- Removed Woopsi::startup() call from template.
- Fixed bug in Gadget::checkCollision(x,y,width,height).
- Renamed CalendarDayButton to StickyButton.
- WoopsiKey inherits from StickyButton instead of Button.
- ScrollableBase no longer contains implemented methods or data; all moved to ScrollingPanel.
- Child gadgets of ScrollingPanel no longer get drawn to wrong screen if scrolled out of top of panel; Gadget::getPhysicalScreenNumber() is more intelligent.
- Graphics::scroll() returns correctly-sized rects in revealed rects array.
- Replaced WindowBorderBottom, WindowBorderTop and WindowBorderSide classes with more elaborate drawing code in AmigaWindow class.
- Replaced ScreenTitle class with more elaborate drawing code in AmigaScreen class.
- Made ScrollableBase a base class of ScrollingTextBox; implemented all pure virtual functions.
- ScrollingListBox raises value changed, action, click, release, release outside and double-click events correctly.
- RadioButtonGroup raises value click, release, release outside and double-click events correctly.
New Features:
- Added x and y parameters to Gadget::stopDragging().
- Added drop event (drag-and-drop).
- Added Gadget::isBeingDragged().
- Added PipeDream demo.
- Built with devkitARM r30.
- Added ScrollbarPanel gadget.
- Added ColourPicker gadget (contributed by Mark Adamson).
- Added ColourPicker test.
- Added ScrollingPanel::isContentScrolled() and setContentScrolled() to allow DMA copying of panel contents to be disabled if not needed.
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
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May 13th, 2010, 01:59 Posted By: wraggster
News/release from LLoyent
It's basically tic-tac-toe, but you play with Cactuars and Tonberries.
I've just got it to a basic "you can play it, yay!" level, so I want to show it off. There are probably some glitches here and there, but it should work fine.
I haven't tested it on my AceKard yet, but it runs in NO$GBA for me.
Easy Mode has the computer choosing a random square.
Medium Mode recognises that it needs to block the player when they have two thingers in a row and a few other things.
Hard Mode will know the winning strategy and will always win or force draw - still in development.
Known Problems:
-Hard Mode isn't selectable (I haven't made hard mode yet)
To Do:
-Add in more fade effects(because they look nice)
-Make music, and add it
-Make sound effects, and add them
-Finish Two player mode
-Make it clear who wins and where when a game has finished
-Make tutorial to briefly explain rules (in case someone doesn't know Noughts and Crosses?)
-Make an arrow doover to point at the player who's turn it is
-Ask if the player wants to play again after a game rather than returning to the title screen
-Make hard mode
-Fix Spelling Errors
-Make saving possible
Thanks, and tell me what you think.
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May 13th, 2010, 01:57 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dance...03-t19847.html
ThatOtherPerson offers us his dance games Clone, It is a clone of Dance Dance Revolution.
QUOTE
v0.3 - May 11, 2010
- Added the Ability to import MS (StepMania) step format files.
- The scrolling Boo / Good / Perfect ratings are now cleared out Properly When a song ends Then Or Is Rather exited = remaining and waiting for you to start a new song.
- Added text at the bottom of the screen displaying your performance.
- Added support for up to five different tracks per song placement step to allow for multiple challenges.
- Step queues Used by the game now uses a file name extension dc Rather Then dat. Also Theys must now include information on mode Difficulty What steps are to Be associated with.
- An added title screen Along with Several Other updated or added in game menus. The song selection menu, for example now Allows you to scroll songs available Threw When There Are Too many to display on screen at once.
- Added a menu screen from home Which you can return to the game, return to the homebrew loader, restart your Wii, turn off your Wii, save a screenshot in BMP format or do the same as a PNG image format. The home menu Also displayed the time and date.
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May 13th, 2010, 01:48 Posted By: wraggster
WiiMC 1.0.3 released by Tantric and rodries
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Changelog
1.0.3 - May 12, 2010
Fixed issue with browser reloading
Fixed freeze on seek issue
Fixed a back-to-menu freeze
Changed stereo downmixing
Added codepages
Translation updates (and added Hungarian and Polish translations)
Other minor changes
http://wiibrew.org/wiki/WiiMC
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May 13th, 2010, 01:46 Posted By: wraggster
PixelMerge 1.0.1 released by evilynux
PixelMerge is a clone of the simple yet addictive Flood-it game. Fill the whole board with the same color within the maximum number of allowed steps in order to win. The topleft pixel is your starting point, change to another color to merge and form a group with surrounding pixels sharing the same color. Successive color changes will change the group's color.
Version 1.0.1 - May 12th 2010
Reintroduced NintendoMax Wii Dev Compo Splashscreen; I had forgot about it! :-/
Version 1.0.0 - May 11th 2010
Support for translation
More graphically configurable settings
Fixed bug in FreeTypeGX that prevented UTF-8 from working
Removed more unused libwiigui classes
Cleaned a lot of code (e.g. factored out board view in its own class)
Gone public with the code and created googlecode page (see homebrew box).
http://wiibrew.org/wiki/PixelMerge
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May 12th, 2010, 23:48 Posted By: wraggster
News via http://emu-russia.net/en/
MSX/MSX2/MSX2+ emulator for Nintendo DS has been updated. Changes:
- Compiled with devkitARM r30 and Libnds 1.4.3+.
- Fixed a bug in the management of color 0 for screen 6 mode.
- Added a filter to improve display quality of high resolution modes.
- There are now three sound modes (PSG at 40Khz, PSG+SCC at 22Khz, PSG+FM at 8Khz).
- Fixed the path of instant save file that was saved by mistake to the root.
- The selection of cartridges, MSX type and sound mode is blocked when the MSX is turned ON.
- Improved change of display mode.
http://www.alternate-fmsxds.webs.com/index.html
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May 12th, 2010, 23:38 Posted By: wraggster
Nintendo president Satoru Iwata believes that Japan is the fastest nation in the world to adapt to new trends and technologies. Iwata has stated in the past that the Japanese, by nature, tend to get bored of current trends the quickest, which he cited as one of the reasons behind the Wii’s sales decline in the early half of 2009.
At the recent Nintendo investor Q&A, Iwata stated that he feels the United Kingdom, too, shares this trait to an extent. Addressing a question about DS hardware sales in light of the company’s 3DS announcement, he replied:
“I think Japan is a nation where the whole society shifts rapidly and dramatically to what is new – maybe the quickest in the world. United Kingdom is similar to Japan in a sense that its market also reacts quickly as well. On the contrary, slower tendency can be seen in nations like Germany. And the United States, whose market is often thought of as in-depth, has so many slow reacting consumers (along with rapid ones).
This trend can actually be seen with the gaming population expansion. While Japan once haltered in its expansion, U.S. kept continuing to expand, due to the different tendencies of each market. Thus I believe we will see a huge difference among countries on Nintendo DS sales after we actually make new proposals with Nintendo 3DS, due to price gaps between Nintendo 3DS and existing Nintendo DS family, and consumers’ acceptance of it.”
No real details were divulged regarding the 3DS and its features, or the software that would be released for it. Unsurprisingly, a large portion of the Q&A involved Iwata fending off questions from investors relating to those topics, asking that they wait until E3 for further information on the device — including its final name.
http://www.siliconera.com/2010/05/12...to-new-trends/
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May 12th, 2010, 23:36 Posted By: wraggster
Dreamrift, the new studio formed by Henry Hatsworth designer Peter Ong and programmer Ryan Pijai, is working on a new DS game that, once again, involves two distinct genres of running simultaneously across both screens. Instead of Hatsworth's weird mashup of platformer and falling-block puzzle, however, the new Monster Tale combines platforming and ... a pet simulation. The result is something reminiscent of A Boy and his Blob.
In Monster Tale, Ellie fights her way through the Monster World in order to free its denizens from the control of the "Kid Kings." Acquired items can be sent to the bottom screen, home of a monster named Chomp. The items Chomp eats or plays with in the bottom screen boost his abilities, or even transform him into one of around 30 forms when summoned to the top screen to protect Ellie. Will a cup of tea transform him into a dashing British adventurer? Probably not!
Majesco plans to release Monster Tale this December.
http://www.joystiq.com/2010/05/12/he...er-tale-on-ds/
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May 12th, 2010, 23:33 Posted By: wraggster
It's never too soon to start picking out your prospective team of Pokémon for the next iteration of the franchise -- even if it's still quite a ways away from being released. Of course, the most important decision on this subject is which of the three starter 'mons you'll choose. Thanks to an image published in latest issue of CoroCoro (via The Escapist), you can now choose between the (formerly silhouetted) Pokémon Black and White starters based on which one you think it the cutest -- which is really the most important metric, isn't it?
The three Pokémon pictured above reportedly have the Japanese monikers Tsutaja, Pokabu and Mijumaru (from left to right), though they'll probably be subject to change for the English-language versions of the game. CoroCoro also revealed the somewhat older-looking trainers featured in the game, which we've posted after the jump. We're not sure what their story is, but they need haircuts in a bad, bad way.
http://www.joystiq.com/2010/05/12/po...in-full-color/
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May 12th, 2010, 20:32 Posted By: wraggster
Nintendo boss Satoru Iwata has said that 3DS is not the "formal name" for the new handheld.
An andriasang-translated transcript of a recent investor briefing had Iwata promise that a name revelation "will not be too far off".
The same Q&A session unearthed that the 3D "special feature" of the 3DS can be turned off, as we reported at the weekend.
"By making it so that the player can at all times play with [the 3D feature] off, we believe we can comply with those who have difficulty with the 3D view or those who are worried about their child's eyes," Iwata said.
The 3DS will be present at E3 next month and is expected to be Nintendo's main attraction.
As for a Wii successor, Iwata gave a well-rehearsed and oft-heard line: "We are in no way thinking the Wii is near the end of its platform cycle so we will limit our investments."
Nintendo announced the 3DS at the end of March. Ahead of its E3 reveal, Eurogamer's Digital Foundry Blog investigated what technology the new handheld is likely to use.
http://www.eurogamer.net/articles/iw...he-formal-name
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May 12th, 2010, 00:26 Posted By: wraggster
[Bunnyboy] pulled off some wizardry with this custom NES cartridge. Inside is the mainboard for a Game Boy as well as his own custom PCB with the comb connector needed to interface with an original Nintendo Entertainment System. In his own words it’s “a Super Game Boy without the Super”. The expansion port to for the handheld is still accessible for some head-to-head Tetris or use with the obscure Game Boy printer.
http://hackaday.com/2010/05/11/origi...ame-boy-games/
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May 11th, 2010, 23:24 Posted By: wraggster
Activision has confirmed to Eurogamer that Call of Duty: Black Ops will launch on Wii, as well as Xbox 360, PC and PS3, on 9th November.
Although platforms weren't discussed when Black Ops was originally announced, we noticed that a Wii version was mentioned in the USA Today preview we reported on this morning.
We contacted Activision for comment and the publisher said that "Black Ops will be available on all four platforms, PS3, X360, PC and Wii, on 9th November."
Black Ops developer Treyarch has traditionally supported Wii with its releases in the Call of Duty series, so this doesn't come as a surprise - although last year's blockbuster, Modern Warfare 2, had no Wii version.
http://www.eurogamer.net/articles/co...-wii-confirmed
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May 11th, 2010, 23:05 Posted By: wraggster
A partial translation of Nintendo CEO Satoru Iwata's investors briefing last week has been made available on website andriasang, in which Iwata discusses topics ranging from the 3DS to the future of the console hardware market.
Asked whether some of Nintendo's new casual users had now moved on to social games, and whether the console hardware model was becoming antiquated, Iwata agreed that the current generational cycle of new consoles may not continue forever.
"If you ask why we make game consoles, it's because we believe that 'offering experiences that cannot be done on other devices' is our life line," he said.
"Offering software for a multipurpose multimedia device is, for us, an area of work that we have least interest in," he said in answer to a question of whether Nintendo would ever considering releasing firmware or an operating system for other platforms.
"If we were to stop and do nothing, the current game system framework would probably become antiquated, but because we continue to offer new things, we don't feel at all that this will happen," he added. "We've not once thought things like 'we'll be behind the times, so we should enter social games'."
Discussing the 3DS portable specifically Iwata confirmed that 3DS is not necessarily the final name of the device and that it would have an option to switch off the 3D effect.
He was non-committal though on the question of the device's graphical capabilities, saying only that it would be able to play both casual games and higher level productions.
Asked whether there would be an increase in development costs for the 3DS, compared to the Nintendo DS, Iwata suggested that unfamiliarity with working in 3D might indeed raise initial costs for publishers and developers.
"It's an area that requires trial and error," he said. "It is that trial and error alone that could see an increase in development cost. However, the trial and error is there for any development where you try to make new entertainment experiences, and not just 3D."
http://www.gamesindustry.biz/article...d-admits-iwata
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May 11th, 2010, 22:47 Posted By: wraggster
Shigeru Miyamoto has revealed that he originally intended for Super Mario Galaxy 2 to be developed within a year - which would have seen it release in time for Christmas 2008 if all had gone to plan.
During the latest 'Iwata Asks' interview (via Andrisang), Miyamoto admitted that the game was originally referred to internally as 'Super Mario Galaxy 1.5', apparently "to keep the staff from trying too hard". With the game system and level structure already done for SMG1, all Nintendo wanted to do was make some new levels and throw it out there within a year - and SMG1 was out Christmas 2007.
But, Miyamoto goes on to explain that as the designers tackled new levels they began to realise ways in which they didn't fully push the original game's sphere-based design, and thought of more interesting ideas to implement. And so the game has instead taken two-and-a-half years.
Had Nintendo revealed its launch plan originally, it'd technically have been delayed by a year-and-a-half. And the internet would be going mental. But it didn't and all is rosey. Are you learning anything here, Polyphony Digital (GT5 developer)?
http://www.computerandvideogames.com...VG-General-RSS
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May 11th, 2010, 01:58 Posted By: wraggster
News/release from Pate
This version has a long list of changes, but they are mostly minor fixes and improvements. Here is the list:
New EGA 640x350x16 and VGA 640x480x16 graphics modes.
The NDS shoulder buttons scroll the zoomed screen left/right (as before) when not already at the edge, and up/down after that.
Fixed Master of Orion SB digital audio problems.
Changed EGA text output to use INT43 vector (fixes text problems in Space Quest I, etc).
Fixed EGA Read Mode 1 handling (DOUBOLO).
Improved EGA palette handling (ZOOL).
Fixed WC2 savegame handling, which was broken by the DUNE2 savegame handling fix. They call the same DOS function, but expect it to behave differently. Argh!
Added support for INT03 (see previous blog post) and INTO (overflow interrupt).
Implemented Mode-X VGA offset handling (Alien Breed, Traffic Department 2192).
Implemented diskette motor counter handling to INT8 (should fix Civilization hang problem).
Added about a dozen new EGA graphics opcodes.
Added about a dozen new Mode-X graphics opcodes.
Added support for several new DOS and Mouse interrupts.
Added support for several new I/O ports.
Added most of the previously missing characters to the 6x8 text mode font.
Attempt to avoid writing duplicate entries to the debug log.
Ignore SB Direct DAC output for now, pending proper implementation.
RyouArashi has created a small DSx86 configuration program that runs in DOS, so you can run it inside DSx86! Makes it easy to configure the settings for various games when you can do everything on your Nintendo DS. The link to the Google Code page for this software is on my Download page.
I have spent a lot of time debugging some more difficult problems, especially on Saturday, but was not able to fix most of them. It seems that DSx86 is currently not compatible with R4 Slot-1 DS cards, for some reason. I tried to use iDeaS emulator with DSx86 patched with the R4 DLDI driver, and I get the same problems as some R4 users have reported. The most frustrating thing is that I can not get neither the iDeaS or the DSx86 inbuilt debugger to work properly, so I can not debug the problem! So, looks like this version of DSx86 will still not work properly with R4 devices, sorry.
I also debugged various other games that have been reported misbehaving, like Jimmy Whites Whirlwind Snooker and Moonstone. The first one has a similar problem to the one that causes the "Packed file corrupt", message, that is, the segment register wraps downward to 0xFDE0 or something like that, and it will then start writing data to invalid locations in memory, corrupting some DSx86 internal data areas as well. This would probably need a proper LOADFIX implementation to work. I haven't yet figured out the problem in Moonstone where it hangs the touchscreen. Usually such hanging is caused by ARM7 crashing, but it still plays audio fine after this, so I'm not sure what happens there. I have narrowed down the situation where this happens, so a couple of hours worth of debugging should tell me where the problem is.
There are many issues with the mouse emulation, especially with the touchpad mouse emulation, but those I have not looked into at all yet. I hope to make a lot of improvements to the mouse emulation in the next version. Also, Windows 2.03 wants to use PS/2 mouse, which I don't support yet, so don't be surprised that mouse does not work if you try running Windows 2.03 on this version.
Thanks to all of you who sent me debug logs, this time I think I actually managed to implement fixes from nearly all of the logs I have received. There are still issues needing fixing from the earlier logs I have recieved, but I'm starting to catch up so that my TODO list does not keep growing larger and larger by each release!
http://code.google.com/p/dsx86cfg/
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May 11th, 2010, 01:27 Posted By: wraggster
Newly released today
features
Because Nintendo DS is a portable system, kids can enjoy drawing at any time, anywhere without the need for paper and crayons!
Once a drawing is completed, touch it and bring it to life with animation and sound. Watch the elephant running, the rocket taking off, bird chirping, and more!
Even a small child who has not yet learned to read can play by simply following the voice instructions throughout the menus and game
Play 10 fun-filled mini games such as "Car Racing", "Whack-a-Mole" or "Air Hockey" featuring the very characters you've drawn
Once you've mastered your drawing skills in "Learn to Draw" mode, it's time to unleash the creativity! Draw whatever you like! Once completed, each picture is stored in the Album for you to view later
description
Based on the popular Japanese book series that teaches kids how to draw by combining basic shapes, Let's Draw! offers a perfect mix of learning and entertainment. With more than 100 objects to draw and fun art related mini games, young players can learn to draw anywhere, at any time.
http://www.play-asia.com/SOap-23-83-...j-70-3r8g.html
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May 11th, 2010, 01:16 Posted By: wraggster
Nintendo's viral-esque series of Super Mario Galaxy 2 promotional videos continues with a brief look at an odd flying minigame. In this racing segment, Mario woo-hoos through a course as he holds onto the legs of a "Fluzzard." The challenge, of course, is to win the race against a bunch of birds who aren't weighted down by husky plumbers.
Perhaps this particular Fluzzard flies faster, though, boosted by the assurance that its talents are useful to Mario. There are really only two fates for animals in the Mario universe, after all. If you can't be used as a vehicle in some way (like Yoshi, who is born wearing a saddle), you are doomed to being stomped to death.
http://www.joystiq.com/2010/05/10/su...s-bird-racing/
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