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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.
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April 18th, 2010, 19:44 Posted By: wraggster
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April 18th, 2010, 18:17 Posted By: wraggster
Pate has posted some fresh news concerning his Dos emulator for the DS:
The next version 0.11 of DSx86 will run Master of Orion! Last week I worked on Mode-X and EMS handling improvements, and I got MOO to start the actual game. I haven't played it much yet, but it seems to run fine.
After I got MOO to run, i noticed that the current D-Pad mouse emulation is rather awkward. It looks like MOO is very mouse-oriented and has clickable buttons on the screen for all the commands and other options, so on Saturday morning I decided to see how much work it would be to swap the screens and use the touchscreen for the mouse handling. MOO is such a big game that I could not easily test it in No$GBA (by including all it's files into the DSx86 project), so I searched for other mouse-specific games in my DOS test game directory. I found Electranoid, which I had tried to run some versions ago, but it needed mouse emulation and more EMS memory than I had made available back then. However, now I got it to run, as I have increased the EMS memory shown to DOS.
I had used a static block of 512KB for EMS emulation until now, and I noticed that I have about 1.5 megabytes of heap space available even after that. So, I decided to remove the static EMS block, and instead use 1.5MB of the heap for my EMS memory, which still leaves about 512KB of heap free for system and libFAT stuff. I don't want to use all of the heap space just in case those functions allocate memory for their internal buffers or stuff like that. Anyways, the total EMS memory will be 1.5MB on DSx86 version 0.11, of which about 1.3MB is free after 4DOS has taken it's swap space.
With that much EMS memory I could still fit Electranoid into the DSx86.nds memory space and was able to test my new touchpad mouse functions with No$GBA. I got the new mouse emulation to work pretty well after just a few hours of work. This made Master of Orion much more playable, as you can just click on a UI button without needing to move the mouse cursor first.
I made the SELECT button behave as a toggle between the keyboard and mouse usage of the bottom screen, so you can swap the screens easily during gameplay, whenever you need to type your name or stuff like that into the game. If you have mapped the SELECT key to a PC key, the SELECT key will emulate the mapped PC key when in keyboard mode, but will swap the screens back when in touchpad mouse mode. The current D-Pad mouse emulation mode is still available, for those games that might work better with that kind of mouse handling.
Today (Sunday) I have been refactoring the internal DOS file functions of DSx86 (a scary task!) to use a proper System File Table. This is needed for file handle duplication, among other things, which in turn seems to be needed by 4DOS when running more complicated BAT files. I just got the new functions to work sufficiently so that the bundled 4DOS starts when running in No$GBA, but I haven't yet dared to test it on my real hardware, using libFAT. I'll continue this work during the next week, as such an extensive change requires quite a bit of testing. I have also received quite a few debug logs from version 0.10, thanks for those! Fixing the issues in those will keep me busy for the next week and weekend.
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April 18th, 2010, 18:04 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Homeb...41-t19576.html
DS Homebrew Manager is a Windows application created by GoldenSun2.
It allows multiple things like
* Show the list of homebrew on your DS and the meta.xml and icon. Png and you can edit this information.
* Add / Remove your homebrew card.
* See a list of your. Wad in the wad directory
* News on your SD card (name, path, space, number of present HB)
* Download homebrew from a database
...
QUOTE
v4.1
- Changes unknown
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April 18th, 2010, 18:02 Posted By: wraggster
News via http://www.wii-addict.fr/forum/PriiL...81-t19566.html
PriiLoader is developed by Homebrew DacoTaco & phpgeek that can save you from a brig if you do not have it as BootMii boot2.
Is the direct continuation of the project Preloader Crediar OpenSource past.
You can configure via the Priiloader Setting Editor and the possibility of adding a password and launch WW / VC (If patch ES).
The Installer / Uninstaller allows you to install or update your current Priiloader without deleting the old version:
Press (+) to install or update.
Press (-) to remove and Priiloader remmetre your system menu.
Press (B) with an option whether to use the above IOS249 (CIOS Waninkoko).
Press (HOME) to exit the installer.
To start or configure Priiloader, press RESET when starting the console.
QUOTE
v0.4 (rev81)
- Install: Cleaning / Improved error reporting of ES_Identify.
- Priiloader: Fix USB initialization at the launch of the system menu.
v0.4 (rev80)
- Fixed a bug that could block the Wii if the option "show gecko output" was enabled and you press the reset
v0.4 (rev79)
- Fix bug when compiling with the latest version of libogc
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April 18th, 2010, 18:00 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Point...03-t19563.html
Humbert Lucas updates its homebrew "point and click No," in which you must move the red square in the orange square.
The red square will follow the green square (the wiimote pointer) and should not touch the walls.
QUOTE
v0.3
- Three new levels ... ... DOUBTS
- Images ... which one will give you DOUBTS DOUBTS ... ...
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April 18th, 2010, 17:57 Posted By: wraggster
WiiMC 1.0 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.
Features
Ability to play virtually any video or audio format
DVD playback, with DVD menu support (requires IOS 202)
Picture viewer
Music player
Online media support
SD, USB 2.0, SMB, HTTP, and FTP support
Attractive libwiigui-based interface, designed with the Wii in mind
Changelog
Version 1.0.0 - April 16, 2010
Initial release
Version 1.0.1 - April 18, 2010
Fixed NTFS crashes
Fixed Navi-X search, audio files work in Navi-X now
Added Down button to switch audio stream, Up is now to switch subtitles
Added FTP port setting
Fixed potential picture viewer crashes
Fixed some pause/resume issues
Fixed some cache issues
http://wiibrew.org/wiki/WiiMC
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April 18th, 2010, 13:04 Posted By: wraggster
Jeff Lait has released a new version of Powder for Various Consoles
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.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.
I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.
Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with --use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.
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April 18th, 2010, 13:04 Posted By: wraggster
Jeff Lait has released a new version of Powder for Various Consoles
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.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
You wouldn't know if from the change log, but I have been hard at work on POWDER for the last few months.
I do have new base 10 and base 12 versions of Akoi's tileset, along with corresponding fonts, but they aren't yet enabled in the default builds.
Fireball and Cloudkill always explode at the end of their trajectory.
When you gain permanent intrinsics by evolving or lichifying, relevant temporary intrinsics will be cleared, preventing you from having a silver-tolerant lich. (Nathan Bogue)
Timestamps on the final character dump and the description of how long you lived will now match. (Deozaan)
You can wish for bones and corpses without them instantly dissolving. (Garron)
You can no longer fetch items that have teleport fixed. (Eris Discordia)
When a creature (un)polys into a gargantuan creature, it will now also push away monsters in addition to crushing walls. (Nathan Bogue)
Lich-form creatures that are undead no longer report it being your evil that was useless. (garron Bailey)
When you name an item, the menu defaults to naming the type rather than the specific as this is the usual scenario.
The floor of the kiwi room is now the proper floor tile.
Controled teleport onto the square you are already standing no longer reports that you are blocked, but that you decide to stay put.
Mysterious mapping of rooms fixed. Thanks to Kender and Mental Mouse for tracking this down - it has been annoying me for six years or so! (David Damerell, Eilu, Kender, Mental Mouse)
buildall.sh should work with --use-home-dir again. (garron)
The option menu no longer has Load. Instead it has Quit, which prompts you if you meant this. Loading is now only done from the main menu.
No experience for killing your pets.
Confirmation prompt if starting New Game with active saved game as one can easily accidentally overwrite it.
Some spells when mistargeted no longer waste your mana. Not all, so remain vigilant.
Cancelling your choice in the Wish menu no longer costs a turn.
Fix potential crash when you are killed by splash damage from a thrown item.
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April 18th, 2010, 13:00 Posted By: wraggster
POWDER 113-1 released by insin
A port of POWDER to the Wii using SDL Wii.
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April 18th, 2010, 12:55 Posted By: wraggster
On this day in 1990, Nintendo announced its international campaign against software piracy, filing lawsuits in both the U.S. in Canada to stop the sale of counterfeit games for its Nintendo Entertainment System.
Piracy had always been a thorn in Nintendo's side, and while it had gone after bootlegers in the past, it had never done so with such fury. Not only did Nintendo file a number of lawsuits on this day, it also very clearly announced its intention to further sue anyone else it caught importing, renting or selling the bootleg games.
"What's happening here is an outrageous theft of Nintendo's valuable intellectual property rights," said Nintendo legend Howard Lincoln in a press release.
"Crooks in the Far East have made verbatim copies of legitimate Nintendo video games and have packaged these counterfeits in multiple game cartridges," he continued. "We intend to protect the enormous investment made by this company and its authorized developers in creating popular Nintendo video games. We also want to protect our players for whom the word Nintendo means quality and value. To that end, we plan to sue video rental outlets, retailers, distributors and importers who deal in counterfeit Nintendo software. We will sue counterfeiters and their customers wherever they are located. We have committed and the necessary resources to do so."
The most popular form of counterfeit cartridges were those that housed multiple games, usually from early in the system's life. Super Mario Bros. 3 was also a popular target for bootleggers, as there was a delay of well over one year in-between its introduction in Japan and release in the United States.
"Nintendo is working closely with U.S. Customs inspectors at ports of entry around the country to ban the importation of these counterfeit cartridges and to seize and destroy any incoming shipments," said Lincoln. "We greatly appreciate the assistance and close cooperation Nintendo has received from U.S. Customs."
Days earlier, a Taiwanese couple was famously arrested for immigrating bootleg NES games after a dramatic sting operation orchestrated by Nintendo and the U.S. Customs that involved the hidden cameras, microphones and $10,000 in marked money. But that's Another Day in History.
http://www.1up.com/do/newsStory?cId=3178871
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April 18th, 2010, 12:44 Posted By: wraggster
Flubba has released a new version of his PC-Engine/TurboGrafx16 emulator for the DS.
heres whats new
Fixed a bug that affected Blazing Lazers and timing of ADPCM which affected Sapphire.
*Fixed CPU cycles per scanline (455, confirmed on hardware).
*Fixed timing of scroll register writes.
*Fixed Sprite DMA IRQ handling.
*Fixed savestates a bit (should be compatible between versions now).
*Fixed scaling after loading savestate.
*Fixed caching of Bios.
*Better timing of ADPCM playing (still no sound though).
*Debug output now optional, also more info is written.
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April 17th, 2010, 23:10 Posted By: wraggster
Michael Pachter described the March launch of Nintendo's latest handheld, the Nintendo DSi XL, "solid." Considering it outsold both the PSP and PSP Go combined, we're inclined to agree.
According to NPD figures (via Gamasutra), the DSi XL sold 141,000 units in March, besting PSP's combined 120,000. Even more impressive is that this figure only accounts for four days of sales; the DSi XL was released on March 28th. The tremendous success of the equally tremendous device confirms that there truly is "room to grow" for the DS market.
http://www.joystiq.com/2010/04/16/np...in-march-2010/
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April 17th, 2010, 23:06 Posted By: wraggster
Ubisoft announced last month that its Wii public humiliation simulator Just Dance had sold two million copies worldwide. Now, based on data from the March NPD report, analyst Ben Schachter estimates that one million copies have been sold in the US alone between the game's November release and the end of March. That's ... a lot of people loading up a cover version of "Womanizer" on their TVs.
236,000 of those copies of Dance were purchased just last month in the US. In contrast, Ubisoft's new Wii release, Red Steel 2, moved 50,000 copies (though it was released on March 23, in all fairness). We look forward to the inevitable knockoffs from other publishers. Anyone for a round of Strictly Toe Tappin'? No? How about We Wiggle Rhythmically? Or Dance Dance Revol -- oh ... right.
http://www.joystiq.com/2010/04/17/on...e-just-danced/
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April 17th, 2010, 22:58 Posted By: wraggster
isometric writes with this excerpt from Gamasutra:
"IA Labs is accusing Nintendo of infringing on two separate IA Labs patents through technology used in the Nintendo Wii, Wii Fit, Wii Fit Plus, the Wii Balance Board, Wii Remote, Wii Wheel, Wii MotionPlus, Wii Nunchuck and Wii Zapper. ... The patents in question are 'Computer interactive isometric exercise system and method for operatively interconnecting the exercise system to a computer system for use as a peripheral' and 'Force measurement system for an isometric exercise device.' The claim said that IA Labs had been in contact with Nintendo during 2007-2008, discussing possible overlaps of IA Labs and Nintendo patents. Emails between IA Labs and Nintendo showed that IA Labs wanted to license its technology to Nintendo. IA Labs was also in talks with Nintendo about a product called Sqweeze, a controller for Wii and PC that's meant to increase physical activity when gaming."
http://games.slashdot.org/story/10/0...t-Infringement
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April 17th, 2010, 00:17 Posted By: wraggster
No, this new power-up won't give Mario spiky blond hair and a giant sword. Instead, the Cloud power-up from Super Mario Galaxy 2 appears to give Mario the magical ability to walk on clouds. Judging by this image from the Official Nintendo Magazine, these are the happiest clouds ever. They love being stepped on!
It's clear that Mario's return trip to the stars will have no shortage of new (and returning) gameplay gimmicks. In addition to floating in the sky, it seems Mario can also turn into a boulder, ride dinosaurs, and drill through planets. The only thing he can't seem to do is his job. What happened to that plumbing gig you had, huh? This leaky pipe isn't going to fix itself, you know.
http://www.joystiq.com/2010/04/16/su...loud-power-up/
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April 17th, 2010, 00:13 Posted By: wraggster
Interplay has announced plans to release classic PC shooter Descent on WiiWare this autumn.
"Descent remains the most popular 1080-degree 3D blasting game. Translating its 3D worlds and gameplay to WiiWare is an exciting move", said Herve Caen, CEO of Interplay.
The port will be developed by G1M2, whose founder Scott Hawkins said: "Descent will pair perfectly with the motion-sensing Wii Remote controller and we can't wait to show players how intuitive the gameplay and control can be."
Descent, not to be confused with those horror films about women who get stuck in a cave, was a shooter in which you piloted a ship around mines grappling with six degrees of freedom - i.e. the ability to move up, down, left, right, backward and forward.
This was quite challenging on the PC keyboard, although easier with two joysticks apparently (never tried that).
It's not clear how exactly the Wii controls will work from G1M2's description, but hopefully it will be a bit simpler to keep track of your orientation.
http://www.eurogamer.net/articles/in...ent-to-wiiware
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April 17th, 2010, 00:11 Posted By: wraggster
SEGA is bringing two more arcade classics to the Wii, by the looks of things.
The Entertainment and Software Ratings Board website is listing a "Gunblade NY & LA Machineguns Arcade Hits Pack". It's been given a "Teen" rating and is down for the Wii.
"This is an arcade-style first-person shooter in which players engage in missions to protect sections of New York and Los Angeles from enemy forces," reads the product description.
"Players aim targeting crosshairs on dozens of attacking soldiers, robots, missiles, and vehicles that explode when destroyed. Constant gunfire and explosions highlight the frenetic action; zoomed-in camera angles depict multiple projectiles striking the humanoid terrorist enemies."
Anyone who hung around arcades a lot in the mid-nineties will know all that already, of course. They may also recall the giant gun controllers the games were played with.
There's no word on a price yet, or when the games will make it to Europe, but we'll keep you posted.
http://www.eurogamer.net/articles/se...n-games-to-wii
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April 16th, 2010, 20:58 Posted By: wraggster
Nintendo has pronounced itself pleased that inventory of its hardware platforms in the US have seen some improvements, leading to another month of market-leading numbers in March.
While the industry overall grew by 6 per cent, Nintendo's DSi XL and Wii consoles sold more than 1.2 million units combined, with the latter picking up after supply issues in the post-holiday period.
"Demand for Nintendo fun continues unabated," said Cammie Dunaway, Nintendo of America's executive VP of Sales & Marketing. "We're glad so many people are able to get their hands on our systems as we prepare for the May launches of Super Mario Galaxy 2 for Wii and Picross 3D for our Nintendo DS systems."
Meanwhile Microsoft's reaction to the March results focused on the percentage of units sold on the Xbox 360 console for the top-selling game - Battlefield: Bad Company 2. In total gamers bought 826,000 copies for Microsoft consoles, amounting to 65 per cent of total sales of the title.
A statement from the platform holder also noted its life-to-date lead in third-party sales was still intact, having contributed $191 million in the month of March - more than any other console.
http://www.gamesindustry.biz/article...ardware-supply
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April 15th, 2010, 23:35 Posted By: wraggster
While it isn’t on any Nintendo stamped release schedule, Nintendo has plans to release Pokepark Wii in, at the very least, Oceania.
The OFLC rated Pokepark Wii: Pikachu’s Adventure and Nintendo is publishing it. Pokepark Wii: Pikachu’s Adventure isn’t a gotta catch ‘em all Pokemon RPG. This title is a collection of mini-games set in an amusement park with your favorite Pokepals.
A more curious rated game is also on the OFLC – Jack the Ripper. Sanuk Games, the team behind Barnyard Blast, is the developer and Nintendo is roped in as the publisher. The OFLC often lists Nintendo as the “publisher” for DSiWare and WiiWare games so Jack the Ripper could be an upcoming downloadable title.
http://www.siliconera.com/2010/04/15...outside-japan/
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April 15th, 2010, 23:29 Posted By: wraggster
We have not modified the above picture in any way -- Scout's Honor. That's a real baby, wearing a real IR necklace that interacts with a real Wiimote. What's not real, of course, is the view of San Francisco's Golden Gate Bridge. That is generated by Ryan Hoagland's DIY virtual window, a brilliant pastiche of interior design, RED ONE footage and Johnny Chung Lee-style headtracking, all directed to your eyes by a Mac Pro feeding a pair of plasma screens. As the viewer moves around, dual 1080p images move the opposite direction, providing the convincing illusion of looking out a real pane of glass at the incredibly detailed scenery beyond. Exciting? Then you'll be giggling like Jr. when you hear it's for sale. After spending a year figuring out how to mount, drive and cool the whole shebang, Hoagland would like you to have one too; he plans to have basic kits ready by July for under $3000. Watch baby-powered plasma in motion after the break, as well as a sweet time-lapse video of the build process.
http://www.engadget.com/2010/04/15/w...ing-absolutel/
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