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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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April 13th, 2010, 00:45 Posted By: wraggster
News via http://syslock.drunkencoders.com/201...es-on-your-ds/
Hello Everyone!
In my first post on drunkencoders, I want to write about the DS project I’m currently working on. It’s a language learning tool called “Chinese Touch“. In contrast to the only commercial Chinese learning app and another homebrew one i have seen myself for DS so far, I’m not trying to create a complete course for a specific level of language skill on my own. One reason is, that I am a beginner in Chinese myself. The other reason is that I want to utilize a great advantage DS homebrew has over most commercial DS products – that being easy read/write access to mass storage and the possibility to use data provided by the user – to create a very generic and extensible learning tool, useful for any skill level and not necessarily for Chinese.
Extensibility, especially if it can be done by the user, is a huge benefit for a learning tool, because there are very different requirements and already loads of good language learning materials available, free and non-free.
Enough of theory. Let me give you an introduction to the features already implemented in Chinese Touch.
The first picture shows the lesson menu. You can create and organise multiple books and each book may contain any number of lessons. Chinese Touch reads available books from a directory structure on your SD/flash memory card.
This is the word trainer. You can browse through lists of new words defined in one or more lessons and hide portions of the dictionary entry visible on the top screen. Try to remember and write down your solution on the touch screen. There are no character recognition capabilities for now, but you can control yourself using the hide/show buttons on the top edge of the touch screen. You also can give a rating to each individual word and generate dynamic word lists for each rating per lesson or per book.
The text browser in Chinese Touch is one of the most important features. As the text format needed by the program is just UTF-8 encoded plain text, you can easily copy any text from the internet and try to read it on your DS. Scrolling of longer texts is done intuitively by grabbing the touch screen. If you do not know the meaning of a word you can tap on it, thus doing a dictionary lookup on it. You can browse multiple hits using the left/right on-screen buttons.
This is the latest, bleeding edge feature in Chinese Touch. If you have downloaded one of the large dictionaries provided on the project site, you can do fulltext search in the translation and pronunciation fields. The screenshot also shows, that you can use Chinese Touch for other languages, Japanese in this case. I plan to implement a localization feature, that allows to chose from a set of interface languages.
If you tap on the small blue button next to the left button, available in most modes when a word is currently displayed on the top screen, you can copy the word definition onto the touch screen, thus empowering you to recursively lookup characters or words found in dictionary entries itself.
You can get the latest copy of Chinese Touch from http://code.google.com/p/chinese-touch/downloads/list
Any proposals? Like to join hacking on that piece of code? Which open licensed dictionaries do you like and want me to convert for the use in Chinese Touch? Please share your thoughts and leave me a comment
Regards
http://code.google.com/p/chinese-touch/downloads/list
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April 13th, 2010, 00:42 Posted By: wraggster
News via http://nightfox.drunkencoders.com/2010/04/12/navywars/
Hello!
After remove the use of EFS on my lib and use NitroFS insead, i recompiled my game, Navy Wars with it, to get a faster bootup and more compatibility with new flashcards.
User manual.
- How to install:
Simply copy the “navywars.nds” on your flashcard then run it.
If your card don’t supports “argv”, run it from “Homebrew menu“.
- Game goal:
Deploy your army then try to destroy all enemy ships before your opponent does.
- Controls:
PAD, Y, X, B, A -> Move screen (Pad righthanded, buttons lefthanded).
Touch Screen – > Position your ships, check the boxes to reveal enemy ships.
R, L -> In battle and in your turn, allows you to move TOP screen with the pad or buttons.
Select -> Surrender. You lose the game immediately. “Game Over”
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April 13th, 2010, 00:39 Posted By: wraggster
News via http://dsgamemaker.com/forum/viewtop...df8c66df7f2c34
The instructions for this game are included within. Mike Ploor sent me a Powerpoint game and I ported it to the DS.
I did it in the car, it took around 45 minutes to create & perfect it. The Source is also attached as a Pack'N'Go for those who are interested. There are collisions, transitions, recursive movement, variables etc.
You can design more levels if you like using the one included level graphics. Send them to me and I will add them. The logic is real simple.
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April 13th, 2010, 00:36 Posted By: wraggster
News via http://palib-dev.com/forum/index.php/topic,71.0.html
Helicopter DS is a game in which you press the A button to increase your altitude, in which to avoid all of the green obstacles. Also, get the +500 points, and you will get 500 more points. Concerning physics, this game is better than the Flash Game, But not as good as the Wii one.
Controls
In game:
A||Touchscreen: increase altitude
Left/Right: change color or ship
Up/Down: change size of ship
Start: Pause/Un-pause
In menu: (if you have at least half a brain, you wont need to read the menu's controls)
Up/Down: Change selection
A||Start: Load level
X: Change theme
Select: Show credits
New version!
.21!
Download Link
the change: it now has a 321go countdown
Go to my development blog, it has up to date information regarding my progress.
http://earboxer.drunkencoders.com/
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April 12th, 2010, 23:50 Posted By: Dave_Ryman
Hi again,
Here's the other post I mentioned in my "Mastermind" thread.
I've developed an application called "Glockencord", which is a combination of a glockenspiel and a harpsichord. When you tap the keyboard on the lower screen, hammers strike the glockenspiel on the top screen.
There's also an automatic mode that plays music defined in "Music rolls" (punched rolls of paper like those used in pianos and fairground organs) - well, an electronic version of them, anyway. A compiler is provided to allow you to produce your own music rolls from text files.
And there's more.... I've included some ready-made music rolls for you (7 of them at the time of writing).
The URL (fileTrip) is:
http://filetrip.net/f10354-Glockencord-1-1-2.html
Regards
Dave
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April 12th, 2010, 23:41 Posted By: Dave_Ryman
Hi there,
New here. I've written a couple of homebrew programs for the DS which I've posted on FileTrip. One is my implementation of the puzzle game "Mastermind", which allows you to play several variations of the game.
The address is:
http://filetrip.net/f9315-Dave039s-M...nd-DS-1-2.html
Regards
Dave
PS: There's another post for the other application I've developed.
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April 12th, 2010, 21:44 Posted By: wraggster
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April 12th, 2010, 19:07 Posted By: wraggster
A US patent application by Nintendo - spotted by GoNintendo, via Broke My Controller and Kotaku - shows more evidence that the company is considering putting force feedback in a future version of the DS handheld.
The patent concerns a "coin-sized" motor to be inserted in a handheld device that, in diagrams, looks an awful lot like a DSi or DS Lite.
This patent follows an earlier filing by Nintendo for rumble in a handheld, unearthed in February this year.
If Nintendo is planning to implement the feature, it could well be part of its plans for the Nintendo 3DS, due some time between now and March 2011. Nikkei claimed the 3DS would feature force feedback shortly after its announcement.
http://www.eurogamer.net/articles/mo...f-rumble-in-ds
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April 12th, 2010, 16:59 Posted By: wraggster
Nintendo of America has announced the launch of Netflix on its Wii console, providing members with the opportunity to watch "thousands of movies and TV episodes" and bringing the machine into parity with the Xbox 360 and PlayStation 3 in the US.
The service is available to any Netflix subscriber with an 'unlimited' membership (costing $8.99 upwards per month, and access to a broadband internet connection. Users will also need a "Netflix instant streaming disc" which can be ordered on the Netflix website and delivered first class for free.
"More than 28 million people already use the Wii console to play games, stay fit and have fun," said Nintendo of America president Reggie Fils-Aime. "Now they have another reason to use the system every day - to enjoy great movies from Netflix and other video content."
And Netflix co-founder and CEO Reed Hastings added: "Launching Netflix on the Wii home console marks a significant advance in the evolution of our service. Wii has created immense consumer excitement and has meaningfully altered the consumer electronics landscape.
"Bringing Netflix to Wii catapults us toward our goal of being ubiquitous on the connected devices most popular with consumers."
Netflix was first launched on the Xbox 360 platform in November 2008, and subsequently expanded its offering to PS3 owners a year later.
http://www.gamesindustry.biz/article...etflix-service
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April 11th, 2010, 22:59 Posted By: wraggster
News via gxmod
dimok publishes a new version of its project named WiiXplorer. LibwiiGui Using this program offers many functionality and a sleek design (done by Neorama).
Features:
- Copy / move / delete files / folders present on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the path
- Boot files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
- Unzip the ZIP file (do not work via SMB)
- Image Viewer (functions: next, previous, zoom, zoom out and roation)
- Support USB 2.0
- FTP Access
etc. ...
New / fixed:
- Added a new class for the Scrollbar
- Added parameters for the Scrollbar (0 for the fastest and slowest 20)
- Numerous changes TextEditor which should correct the major bugs
- Added an updater for the language files in the Explorer this language in the settings (when you click on the language)
- Slight change explorer language
- Slightly changed the menu layout Home and addition of a "shutdown" (off)
- Fixed a bug in the assembly FTP virtual devices
- Fixed problem launching. Dol.bak
Download Here --> http://code.google.com/p/wiixplorer/
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April 11th, 2010, 22:39 Posted By: wraggster
News via Ninmax
Nightfox offers us the BETA 2 Mind Maze, a homebrew containing a total of three mini-games, all playable 100% touch screen, including a memory game, a puzzle game and a maze game, the latter with mild 3D graphics. When you play for the first time there is a load that lasts about one minute.
In Mind Maze must hold the DS to the horizontal.
So if, as Promised yesterday, here you Have the Mind Maze BETA 2.
Beside The Obvious Improvements Since the last version, Were Also added 6 puzzles end the first Three of the hands of ToniMax and 3 FOLLOWING Kerun Sue (not leave here to visit Blog Loved blogs.gamefilia.com / suekeruna, giving a Variety of Styles That I hope you enjoy it.
http://blogs.gamefilia.com/knightfox
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April 11th, 2010, 22:35 Posted By: wraggster
s_hansse has released a new version of his Game for the DS:
It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
But here's the last version with the greater text colors.
Please give me repeat, if the scrolling has to be changed anymore. My little sister want Glace to move slower, as she always flews off the ice-blocks.
What do you think?
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April 11th, 2010, 22:30 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:
This is not version 0.08 alpha, but version 0.10 beta! I decided to increase the version number and move DSx86 forward from the Alpha state with this version, as it has quite a lot of changes and new features. This also means it probably has quite a lot of new bugs as well, so everything might not work quite right yet. But, this version does run Wolfenstein 3D, at least! :-)
Here is the almost complete list of changes I made into this version (direct from my updated TODO list). If you recognize the game name (in parentheses), feel free to test the game again in this version, you should get further in the game now!
VGA Mode-X support (Wolfenstein 3D, Fox Ranger). DSx86 now supports all 320-pixel wide Mode-X (and Mode-Y) variations (320x200, 320x240, 320x400, 320x480). In the modes with 400 or more lines the screen is prescaled vertically to 200 or 240 lines, even in ZOOM mode. This is to keep the aspect ratio sensible. If this scaling makes small fonts hard to read, try using screen update mode "Direct", as that will alternate between odd and even rows to display (a sort of jittering effect).
Mouse support (MJLAPTOP, etc.). You can select whether the D-Pad emulates cursor keys or mouse by toggling the "Mouse"/"Keybd" text on the touchpad. A/B buttons emulate the mouse buttons when in mouse mode.
CGA 640x200 monochrome mode support added (MJLAPTOP).
Key Repeat support (4DOS, etc.). Now when you keep the button (real or virtual) down, it will repeat, like in a real PC keyboard. This is the one change that I am most worried might have broken something.
Bug in "mov reg16,[BP+SI]" and "mov reg16,[BP+DI]" opcodes fixed (WIN).
Bug in "Interrupt Enabled" flag setting after returning from INT2F fixed (Wolfenstein 3D).
Bug in moving data within the EGA VRAM fixed.
Fixed the Brown color in the default EGA palette (KEEN4).
New game-specific "jpe" opcode hack added (CALGAMES).
New game-specific "jpo" opcode hack added (TOUTRUN).
Added "insb" opcode handling (OPENING).
Added all "imul r16, r16, imm16" opcodes (NCMAIN).
Added "imul r16, [di+disp16], imm8" opcodes (UNP2).
Added "imul r16, [idx+disp8], imm16" opcodes (STARTREK).
Added support for input from port 3C2 (FD).
Added support for input from port 3CC (RAIDEN).
Added support for input from port 3D9 (Crazy Cars).
Ignore "Tandy 1000SL/TL - SET UP SOUND MULTIPLEXOR" BIOS call (MIDWNTR).
Support for moving data from EGA VRAM to RAM added (REVENGE, BL, RAMPAGE).
EGA opcode "and es:[di],ax" added (BARD, DK).
EGA opcode "mov byte es:[disp16],imm8" added (KEEN1).
EGA opcode "mov es:[si],ax" added (G).
EGA opcode "and ax,es:[di+disp8]" added (SR).
MCGA Direct mode opcode "mov es:[di],bh" added (CREEPERS).
MCGA Direct mode opcode "mov es:[bx],al" added (MW).
Opcode "aad" handling added (JS3).
Added handling for opcode "repe scasw" when direction=down (STAROPEN, SS, PAL).
Opcode "sar word [bp+disp8],imm8" handling added (RUNVGA).
Added support for teletype text output in EGA mode (ULTIMA).
Added support for teletype text output in MCGA mode (EAGLE).
Added support for "GET ALL PALETTE REGS (VGA)" BIOS call (BASH1).
Added support for "WRITE STRING" BIOS call (RICK2, !STUNTS).
Added support for DOS text output in EGA mode (SIMCITY, SKWEEK).
The new Mode-X support requires it's own complete set of graphics opcodes, pretty much similarly to the EGA handling. I have only added very few of those opcodes, so it is extremely likely that any other games besides those I have tested that use Mode-X will crash with an unsupported opcode error. Please just send me the log file for all such games, and I'll add those opcodes to the next version! Btw, if a game displayed several small screens in the previous DSx86 version, it most likely used Mode-X, so please test it again in this version.
The past couple of days I have been working on improving the EMS memory support, as it is currently the only major obstacle in making Master of Orion (which uses Mode-X) run in DSx86. I actually tested MOO by giving it the full megabyte of EMS in DSx86 and got it to display all of the intro and go into the initial menu, but the graphics were pretty badly garbled as it kept receiving wrong data from my broken EMS handling. Sadly, so far I haven't been able to fix my EMS implementation and am having a hard time figuring out what exactly goes wrong there, so this version still has the limited amount of EMS enabled. Also, some games (like MOO and Wolfenstein 3D) want to check the availability of EMS using the EMMXXXX0 device, which is not yet supported in DSx86. That's why Wolfenstein 3D does not see the EMS memory (in case you were wondering :-).
I still have quite a lot of issues remaining in my TODO list, and I'll keep on working on the EMS memory problem, but feel free to send me your log files and information about other isues in this version again! Also, let me know if you find the above style of my reporting fixed issues by game useful.
http://dsx86.patrickaalto.com/DSblog.html
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April 11th, 2010, 22:04 Posted By: wraggster
World-renowned games designer Shigeru Miyamoto has said his best work is yet to come, and the challenge of building the next line of consoles comes down to how unique Nintendo can make theirs.
In an interview with GamesTM he said: “In the past five years I’ve been working on such unusual titles like Wii Fit Plus and Wii Sports Resort.
“Ten years ago I could never have been able to imagine that I would be making games like that. That’s why I can say that the best is yet to come to me.”
GamesTM also quizzed the Nintendo legend on a HD Wii console.
“Technology is always evolving and Nintendo, just like other companies, is going to integrate those technologies into our new products as they develop,” Miyamoto added.
“Whether that be a Wii HD, Wii 2 or an entirely new console, I am not in a position to say at the moment.
“I think that in the next generation of hardware, the challenge is how unique and different a product Nintendo is able to make.”
When GamesTM told Miyamoto that they’d love to see a new Starfox game for Wii, he replied: “Me too.”
He also previously said to Japanese games magazine Famitsu that the Wiimote could be used to control the Arwing in Starfox.
Miyamoto picked up a lifetime achievement award at the video game BAFTAs last month. He created many of Nintendo’s original franchises, including Mario and Zelda.
http://www.mcvuk.com/news/38434/Miya...is-yet-to-come
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