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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 1st, 2010, 22:48 Posted By: wraggster
News via http://www.wii-addict.fr/forum/RaveWild-v02-t19739.html
RaveWild is a shooter and strategy developed by ShinCrusader where you have to resist as long as possible to the enemy!
QUOTE
Features:
- Select and control units with the Wiimote.
- Observe the units controlled by the ORDI in combat.
- The level of units increases as the number of enemies defeated.
- Choose between three different units: Fighter, Sniper, and Turret.
- Move your character, order the selected units to follow you as their defense or order it to attack their targets!
QUOTE
v0.2
- Discovered That your applications are added to the Homebrew Browser Without Warning. DevelopmentEffort + +
- Added Some 8-bit sound effects.
- Fixed some variables not reset Being When a game is Restarting.
- You can adjust the width and height gaps in the Options menu, to help with "any overscan.
- Added shield element: Either hold the Z or C on the Nunchuk and shake to generate a unit-healing, enemy-bullet-negating barrier.
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May 1st, 2010, 22:38 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Sonic...20-t19752.html
blabla offers version 2.0 of Sonic RPG console.
As its name suggests, is a game console RPG mode, just look at the interface to be afraid ^ ^
You play as Sonic and Shadow you have to beat, with only four actions:
- Attacking
- To Defend
- Care
- Spin Dash (Néssecite 25 PM)
and here's your stats:
Sonic:
ATC 100
PV: 999
MP 100
Shadow:
ATC 120
PV: 999
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May 1st, 2010, 22:34 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Wii-C...et-t19757.html
This is a new tool to create homebrew games for the Wii as "Wii game studio" but 10 times better!
It uses the library and devkitpro GRRLIB.
The French translation is in progress but the English version is available.
QUOTE
The goal of Wii Construction Set (named below) will allow programmers to create projects using a sort of drag and drop environment for pseudo complex actions (such as display graphics, animation graphics, animated graphics, playing the Wii, collision detection, etc.) to be done easily with simple functions.
Most of this program is, if a function does not exist in the WCS user always has the option to add C code to implement all the missing features to its project.
WCS is written as an assistant code.
It uses its own C code as a base, this base have been added additional features so that users can easily complete this project.
Many tools have been added as all tools DevkitPro,
Because WCS is designed only to create the necessary files from C code and compiling the project, it does not compile your project.
That said, instructions on how to install all required components (DevkitPro and GRRLIB) are included and a Makefile is provided to guide the compilation process.
Normally if you follow the installation instructions correctly, you should have no problem compiling C code for an executable file compatible Wii.
WCS 1.0 Features:
Some features of the CMS:
Automatic display of 2D objects that you created.
Automatic animation of 2D objects.
Automatic movement of 2D objects.
Support to determine if the objects appear on or under other objects.
support rotation of the object.
Support for 4 Wiimotes.
(Including IR data, Orientation, G-Foce and acceleration data)
Create objects in "rooms" to share or create dynamically at runtime.
Destroy the objects during execution.
PS: I am not the author of the quote, so for the sins of french people, you have to complain to google and the one who gave the English eat to google ^ ^
Source: http://xav91wii.free.fr/forum/viewtopic.php?f=11&t=2231
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May 1st, 2010, 22:14 Posted By: wraggster
PixelMerge 0.9.0 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.
http://wiibrew.org/wiki/PixelMerge
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May 1st, 2010, 21:16 Posted By: wraggster
New from SuccessHK
Get into the game like never before with the Perfect Shot for Wii.Build-in Wii remote. The Perfect Shot is ideal for shooting games on the Wii and is fully compatible with software designed for the Wii. The Perfect Shot is designed for one handed operation, giving a pistol-like grip for all your shooting games. The accessory pass-through port also allows for use of Nunchuks and other accessories. The tactile trigger also provides a smooth, natural activation of the B-button for less hand strain.
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May 1st, 2010, 18:28 Posted By: wraggster
It's bigger, it's bolder, but is it really that much better? Nintendo's heralded DSi line grew in more ways than one late last month, and now that you've had a handful of weekends to toy with yours, it's time to answer one majorly important question: how would you change it? We found in our review that the DSi XL was a solid option for those without a DSi of any kind, but we didn't feel that it was worth the $190 if you were just upgrading. For those that bought in, do you find yourself agreeing? Is the new size something you're into? Would you have made it a touch larger / smaller? Is the screen up to snuff? Do you think Nintendo went far enough with the advancements? Open up in comments below -- just keep it clean, okay? Your kids are probably reading.
http://www.engadget.com/2010/05/01/h...tendos-dsi-xl/
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April 30th, 2010, 01:02 Posted By: wraggster
source nmax
News via http://microlua.xooit.fr/t553-BigInvading.htm#p7658
This time, it is a game whose principle is quite similar to that of a "Space Invaders" that I offer.
There are still some differences, starting with the fact that the gameplay is even more simple.
Anyway, I'll let you see the thing, having said everything there is to know (or not ) On the game in its menu.
On this, good fun!
PS: Beware, these groundbreaking graphics could offend sensitive souls.
Version 1.0 (Final): http://www.sendspace.com/file/03e0wx
Major improvements to the user:
-Corrections various menu (indications for changing keys, changing the description of the gameplay, etc. ...).
-Added two types of enemies, for a total of four.
-Now, the different types of enemies appear progressivemment (the family is full of monsters from level 4).
Abatement of 10 the number of monsters present by default because there was too much before.
-Loss of lag, which is probably due in large part to a decrease in the number of monsters.
-Added a creature bonus: if you kill, although it wrong, you'll have a surprise.
-Added the ability to teleport instantly in the edges of the screen, it happens less often than victory is physically impossible.
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April 30th, 2010, 00:58 Posted By: wraggster
source nmax
News via http://k94dev.blogspot.com/2010/04/lightds-095.html
After a bit of silence (almost two months) I decided to upload a new version of LightDS.
For those who had not tried yet, LightDS is (quote my old post)
LightDS Lights is simply the game (I think it is more known as "the play of lights" or "the play of lights) worn on the ds.
The goal is simple: we must turn off all lights, but the difficulty is that each button has no effect on the adjacent buttons.
The novelty in this release are not many, since for a long time I stopped actively interested in programming.
And as always here is the changelog:
When you start the lights are on / off randomly
Pressing START hours the match is restarted without any problem.
Some improvements to the code, which brings nothing to the end user
Other possible small changes that I forgot: p
The only real noticeable change is in the lights randomly at startup, or there will not be any lights on, but some lights are off (in random order at every boot / reset)
Although late, I would like to thank DJGG, the man who inspired this homebrew.
In fact, everything started from the memory of a software in VB6 created by his carrying this game on PC, then I am starting from this memory I brought Light on DS.
Lights for PC you can find it here: http://www.planet-source-code.com/vb...70803&lngWid=1
P.s. I finally discovered that you can win this game without cheating! I managed twice, while my friend only.
As with the previous version, this version of the code is available under Creative Commons Attribution-NonCommercial-ShareAlike.
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April 30th, 2010, 00:56 Posted By: wraggster
source nmax
News via http://puyover.netau.net/
Good!
Had long since I updated, which is that I'm very busy with the university by the end, recoveries and all that. Because, now approaching the end of course dates and summer xD
Well I said a few days ago a friend from college, if he could carry this game the nds. And I said, good, that it would. For in one of those nights of boredom in which he had nothing to do, I was reminded of this and I got to it. On that night I had everything working, but was missing something ... music. To my surprise that libnds have added a library for dealing with modular music files (mod, xm, it ...).
I looked for some little songs free but found none to be. What I did find were several mp3 and wav free use (jamendo), but those files can not be converted to modular music format, so we were in them.
I asked in the subforum "Evidence" of EOL, if they had any idea of licensing files there for download http://modarchive.org/. The answers were that it would be best to contact the author of each song and ask permission for them: / It amused me the idea.
Then, the user (Berz) Told me that I could create my own music. So I did (or at least I tried xD). I looked manuals Tracker (Modplug, milky, mad, etc) until I got the idea of how they worked more or less. After that, I made my first steps creating music in this format (it was my first time, as they say xD) and well ... it has not been too bad and takes up very little, so I am satisfied.
And that's what I got, you've played the PC version, you will know how it works. Those who do not, I'll explain it briefly. You have to handle the red square with the stylus, without touching the other figures in blue, or black borders of the screen. Your aim is to endure as long as possible. The game is keeping the five best times in the consignment must tell you the playing time that you take without being defeated.
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April 30th, 2010, 00:43 Posted By: wraggster
News from Neoflash
NEO2-PRO is in stock now!
more info: http://www.neoflash.com/forum/index....ic,6136.0.html
* Run the GBA/NDS clean rom from SD/Mini-SD/TF directly,not need any extra patcher
* 100% GBA hardware save function
* Build in 3 set separate RTC
* Build in 16 bit DMA
* Build in 8Kb inner high-speed buffer
* Build in 4M sram
* Build in 32M flash menu
* Build in 256M Zip RAM,support compressed ROM
* Build in 512M-1024M flash memory
* NEO2-PRO support NDS and NDS-lite
* NEO2-PRO support NDS games and GBA games
* NEO2-PRO support MK 3/MD/32X/NES/SNES/N64 games through Neo Myth flash cart
* Menu upgradable,just run the new menu from TF then can upgrade
* Come with one driver CD
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April 30th, 2010, 00:39 Posted By: wraggster
Heres an updated release from Jan mulder
My new game is called BallyWally.
The intention is to get the Ball in the hole.
The only way to do that is to turn the rectangle.
In the Menu you can choose:
Full: Play the game and try to unlock new levels (last level is 5 for now).
Level: Choose a level to play (you first need to unlock them).
Save: Save the game (records and unlocked levels).
Records: Shows the records on the top screen.
After you pressed the touchscreen it should start counting...
If you're trying to use the "MAKE YOUR OWN"-level may be there are some bugs.
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April 30th, 2010, 00:34 Posted By: wraggster
News/release from MasterD
Are you tired of losing your dice to your board games, well now alls you need is your ds.
P.S. i was trying make is sound like an infomercial
But seriously it took me like an hour to make this.
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April 30th, 2010, 00:27 Posted By: wraggster
News/release from oldowl
This is my interpretation of Mattel toys that I find rather stupid.
Fully realized with DSGM Pro, I've made in English, forgive my possible mistakes, thank you.
I give them. XDS and resources that might be interested.
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April 30th, 2010, 00:19 Posted By: wraggster
News/release from Sych
My first game Lost Marbles is based on the old Loose Your Marbles game for PC
Release Note:
V.0.2 - 28/4/2010
==========
- Improved graphics (that's a lot of work! )
- Improved playability
- The game now features a pretty decent AI (including Ultra Hard level!)
- Selectable timer
- "Pause" feature : pressing START when playing
- Features Bonus Ball : for each line of the bonus ball, adds 1 to the counter! Unleash the bonus ball by making a line of 5 balls and the opponent will take the amount of balls unleashed.
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April 29th, 2010, 23:54 Posted By: wraggster
Capcom has revealed that the Mega Man Zero Collection for DS will hit its projected "early summer" release, despite its delay in Japan. Specifically, the publisher announced that the compilation of four Game Boy Advance side-scrollers will arrive in North America on June 8 for $30. That's just $7.50 per Zero! Additionally, a new trailer can be seen above, and the (lovely) box art has been added to our gallery.
New features in the collection include customizable controls, art gallery functionality (which displays art on the bottom screen and the game on the top screen, so you can look while you play), and a new "Easy Scenario" mode to help new players get through these difficult games.
http://www.joystiq.com/2010/04/29/me...-june-release/
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April 29th, 2010, 23:45 Posted By: wraggster
Gijs] cracked open his Game Boy and added some parts to give him more sound synthesis control. He uses Little Sound Dj (LSDj), a popular Game Boy program used to pump out those classic 8-bit sounds. The unit seen above and heard in the clip after the break has an added potentiometer and circuit board. He’s got a few other hacked Game Boys on his site as well, including an Arduino generating random music on the handheld.
http://hackaday.com/2010/04/29/hacki...boy-for-sound/
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April 29th, 2010, 19:26 Posted By: wraggster
RenderMii 2.0 released by mdbrim
This page is for describing how to use libmii to draw your Miis. The goal will be to eventually have instructions and directions for use with each of the popular graphics library and a raw example not requiring a library.
I'll also post the standard basic arrangement of each sprite so that users can easily create the commands for the graphics library of choice.
Any questions, comments, concerns, please email me (mdbrim) and let me know what i can do to help you out, fix something, make it better, etc.
NOTE: The below anchor points are based on the way GRRLIB handles scaling and rotation using anchor points... until further testing is done with your library, things may be different.
http://wiibrew.org/wiki/Libmii/Rendering_Miis
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