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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
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THE LATEST NEWS BELOW
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April 7th, 2010, 16:40 Posted By: wraggster
News/release from protomank
This is a multi-platform game I am developing:
http://rockbot.upperland.net/
I've placed an experimental NDS build at:
http://rockbot.upperland.net/files/nds.rar
You need to place it at /Apps/Rockbot to run, hope it works for you guys.
Current DS port bugs include:
- no sound, once SDL_mixer do not work
- when holding left and pressing the jump button, it do not responde if you do not press a second or third time
- some small moving speed/adjustments
- can't run from anywhere
Any help is welcome, this is a open-source project. Thank you.
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April 7th, 2010, 16:35 Posted By: wraggster
Oxtob posted this over at GBAdev forums
Hi everyone,
I finally made NitroTracker an open source project today! The code is available from:
http://code.google.com/p/nitrotracker/
This doesn't only mean people can have the source, but also that I'm opening up development to the community. Or, to put it a little differently: NitroTracker needs coders!
I think there's a lot of benefits working on NitroTracker. I'll give you some examples of what I like about it:
The thing that I love most about programming NitroTracker (this holds for most of my projects actually) is that it enables people to be creative. You make something and then people make something (in this case music) with that thing you made. It's inexplicably cool, like being meta-creative!
Working on NitroTracker has taught me many things. One thing was programming for the DS, but also how to design productive and easy to pick up user interfaces, how to write GUI toolkits, and how to write code that produces music.
NitroTracker has a big community of users (over 100 beta testers!) that give a lot of very useful input in the shape of bug reports, feature requests and music (which can serve both as a motivation and as test cases for the XM player). It's a lot of fun listening to your users and, learning design lessons from their experiences, and improving your software through feedback.
What I'm looking for are motivated people with good DS programming knowledge. Musical skills are a plus, but not required. Just check out the source (setup instructions here) and contact me if you're interested. There's really no commitment. You're just part of the project and work on it whenever you feel like it.
Who's in? :-)
Tob
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April 7th, 2010, 16:31 Posted By: wraggster
Lino has released a new version of his Facebook app for the DS, heres whats new etc:
Fixed a bug during the connection the user and pass now are correct.
Fixed a bug in the listboxes now the current selected item is visible always and it dont freeze.
Fixed a bug in times management.
Fixed a bug parsing the news, now all news are showed.
... and others small fixes and added.
Simple client for Facebook's chat. The current version is a beta, Im using Pidgin's source code for Facebook's protocol, for other featuers like GUI etc etc, Im using PAlib and libNDS. The project is compiled with devkitARM and the support of the others libs, like libdswifi, libgif, libctaocrypt, libcyassl
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April 7th, 2010, 16:29 Posted By: wraggster
News/release from Anthony
This is a test version containing all 493 pokémon. I haven't tested it much yet, so any feedback is appreciated.
Code:
----------
3/31/10
----------
-Addition of 'Name That Pokémon' and 'Name That Cry'
-A few aesthetic changes
-Fixed a few descriptions
-Removal of redundent files
Keys:
Up - Scroll Up
Down - Scroll Down
Left - Scroll up by 10
Right - Scroll Down by 10
X - Pokemon Cry(Provided you download the cries version)
L & R - Cycle through alt. forms.
Touchscreen/Stylus for pretty much everything else including clicking on a pokémon in the list.
Things you should know
-Moves and Loc aren't implemented yet. I definitely want to do it via a map, but it seems like a bit of a shitstorm to be honest.
-There's roughly 22,500+ individual pieces of information regarding the pokémon. I'd be willing to bet I've screwed up quite a bit.
-The unown forms can be seen via pressing 'L' or 'R' at their main sprite screen.
-Alternate forms will adjust the stats and such accordingly.
-IVs range from 0-31; EVs range from 0-255; Nature can be negative(-), neutral(o) or positive(+); Level ranges form 1-100. More on this here.
-Mr. Mime and Mime Jr. both need spaces and periods for the minigames. The male and female symbol will put (m) and (f), respectively, onto the end.
-With that being said, I uploaded v0.2, sans the search functionality. Easy mode for the mini-games provides you with 6 names, one being the correct pokémon. Hard mode has you input the name yourself.
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April 7th, 2010, 16:23 Posted By: wraggster
News/release from 34®ß0*3®
I believe I have made an Impossible tic-tac-toe game.
Post a screenshot if you beat it.
Controls
Touch Screen: Place your X
Select: Reset
A: Push this after you reset
http://dl.dropbox.com/u/1144404/tictactoe.nds
Reasons to play this
You have no life
You want to know good tic-tac-toe strategies
You want to beat it
The current version has not been beaten.
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April 7th, 2010, 16:21 Posted By: wraggster
News/release from 34®ß0*3®
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!
.20!
Download Link
Go to my development blog, it has up to date information regarding my progress.
http://earboxer.drunkencoders.com/
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April 7th, 2010, 16:19 Posted By: wraggster
News/release from Sych:
Hi!
My first game Lost Marbles is based on the old Loose Your Marbles game for PC!
The objective is to make lines of 3+ balls with the same color vertically on the LineZone (White Stripes), and with that lines you'll send balls to the opponent filling his board.
I'd appreciate comments and suggestions; The graphics and music are very basic!
Thank you!
Sych
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April 7th, 2010, 16:18 Posted By: wraggster
Janmulder has updated his Game for the DS, heres the details:
In BallyWally you have to get the ball in the hole.
The only way to do that is by tilting the platform
by touching the bottom screen. In the Menu you have
6 options:
- FULL: Play all levels from start. The only way to unlock new levels
- LEVEL: choose a level (which is already unlocked) and play.
- SAVE: Saves the game (BW.SAV on your flashcard)
- RECORDS: Shows the levels in the top screen
- SHOP: Change the ball in a football(300points), basketball(400points) or a diceblock(450points)
- MAKE YOUR OWN: possibility to make your own level.
- draw wall (draw rectangle)
- draw trap (draw rectangle which is the same as water in the default levels)
- play! (play your own game (after touching the touch screen))
- back to menu (go back to menu (after touching the touchscreen))
- draw target (set the place of the hole)
- draw ball (set de place of the ball)
- eraser size: ... (erases walls by drawing and erases traps by tapping in the rectangle
adjust size by pressing right and left)
- save (saves the game (after touching the touchscreen))
- delete all (delete all walls and traps and saves)
switch functions with up and down.
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April 7th, 2010, 16:15 Posted By: wraggster
Pate posted this news concerning his Dos Emulator for DS:
The last couple of days I have been working on the mouse support. I decided to try emulating the mouse cursor using a sprite, and as I had not done anything with sprites on a Nintendo DS before this, it took me a while to learn the stuff needed to work with the sprite engine. I got the mouse cursor sprite to work, but I am not quite sure yet whether using a sprite is the best method to do this, as I am using a scaled background and I would need to scale the mouse sprite as well. Also, it looks like most games use their own software mouse cursor, so my spending a lot of time on the sprite cursor might go somewhat to waste. But, at least I learned how to do stuff with the Nintendo DS sprites. :-)
Most of the mouse operations are currently supported, both in graphics modes (using the sprite) and in text modes (where I draw the mouse cursor similarly to how a real mouse driver does it, by changing the character cell background color). Both of these still need a little bit of work, especially for the scaled screen modes, but in principle the mouse handling works, so it will be included in version 0.08.
After I got the mouse to work somewhat, I moved on to the other big issue I want to work on during my Easter vacation, which is adding support for higher-resolution graphics modes. I started with the CGA 640x200 monochrome mode, as it is the easiest and I can use it to develop the new screen zoom and scale methods that I need. My current plan is to continue using the current 512x256 pixel background even in the high resolution modes, as all of these modes use screen blitting from the virtual screen memory to the physical VRAM. In the zoomed mode I can simply copy a 256x192 pixel window from the virtual screen memory, and when the screen is scaled I think I'll interpolate from the input 640 pixels in a row to 320 output pixels in the DS VRAM, and then scale this to the 256-pixel wide LCD screen. I could perhaps also setup a 1024x512 pixel background and then copy the whole 640x480 pixels (in the highest-resolution VGA mode) and then use the hardware scaling to scale this to 256x192, but I don't think that will result in a very clear display and might also be slower.
Anyways, I'm on vacation for the whole next week, so I can experiment with different methods to make the high-res modes supported. I am also testing Windows 2.03 (as it uses the 640x200 CGA mode in the logo page), but I doubt I'll get Windows actually running in the next version yet. It uses very low-level DOS and EMS-memory calls, so I need to improve those quite a bit before Windows will run.
Oh, when I debugged Windows I noticed I had a pretty severe bug in the mov reg16,[BP+SI] and mov reg16,[BP+DI] opcodes, they used BX register instead of BP for the memory access! Strange that my tester program had not detected this, but this may have caused all sorts of weird behaviour in various games. This will be fixed in 0.08 version.
http://dsx86.patrickaalto.com/DSblog.html
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April 7th, 2010, 02:12 Posted By: wraggster
News via http://www.wii-addict.fr/forum/DeSmu...30-t19465.html
Wii Emulator DeSmuME is a Nintendo DS for the Wii developed by Castlevania
You must put your ROMS in. Kts in SD: \ DSROM \
r133 Reverting these files to their previous r123 versions. r123 introduced many graphical problems. Revisions post r123 cleaned them up but I am strongly convinced that these versions of the files are better. Beyond more accurate emulation, (I didnt notice a decrease in emulation speed from this revert btw) I also noticed that they fix a clicking noise I heard in the background of some games. It seems that there may have been some good changes made to these files in r123 and beyond. I will be testi Today (2 hours ago) castleva...@yahoo.com
r132 +1 When looking through revision histories I found and fixed a small coding mistake introduced in r97. Today (4 hours ago) castleva...@yahoo.com
r131 * Reverted back that i accidentally replaced. Today (5 hours ago) fir...@ya.ru
r130 * Small reorganization of GPU. * Changed rom cache from 656K to 512K. * Disabled forceinline attribute for GEKKO. gcc hates when you force him to inline something. Today (11 hours ago) fir...@ya.ru
r129 Rather trivial change allowing wiimote users to get on the stylus marker enabling/disabling.
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April 7th, 2010, 02:07 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Plaat...50-t19370.html
PlaatScore is an application being developed by wplaatIt is an application that allows you to manage the highscores of all games for Wii PlaatSoft, ie: TowerDefense, RedSquare, Spacebubble, Pong2 & BibleQuiz.
CHANGELOG v0.50
===============
Show popup window-When Internet connected facts.
-Added release notes window.
-Added donate window.
-Added credits window.
-Build with QtCreator v1.3.1
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April 7th, 2010, 02:02 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening Pong2 0.99 is released by Plaatsoft.
31-03-2010 Version 1.00
GUI:
– Update main menu screen information.
– Improve game icon.
Core:
– Improve stability.
– Improve network thread.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine.
General:
– Make source code compliant with r21 compiler.
– Added source code to Google Code Repository
– Added source code documentation (Javadoc style).
– Added Doxygen (automatic documentation generation tool) config file.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment!
Pong2 is an open-source game based on the original game of Pong. Pong2 has improved features over the original. The paddle can be moved horizontally and vertically. 10 tracks of background music are available during game play. The first player to score 10 points in each level is the winner. Special thanks to my family for their support during the development of this game.
Key Features:
2D pong gameboard with special graphical effects.
Five game levels
Multi player mode support
WiiMote, Classic Controller device support
10 background music tracks
Several sound effects
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April 7th, 2010, 02:00 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening BibleQuiz 0.95 is released by PlaatSoft.
31-03-2010 Version 0.95
GUI:
– Update main menu screen information.
– Improve game icon.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Improve stability.
– Improve network thread.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine.
General:
– Make source code compliant with r21 compiler.
– Added source code to Google Code Repository.
– Added source code documentation (Javadoc style).
– Added Doxygen (automatic documentation generation tool) config file.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment!
BibleQuiz is an open-source quiz game. Test your knowlegde about the bible. Special thanks to my family for their support during the development of this game.
Key Features:
2D Quiz gameboard with special graphical effects.
Support for four concurrent players
Many questions about many topics available
Game player score is store on SD Card.
Game available in five languages
WiiMote device support
10 background music tracks
Several sound effects
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April 7th, 2010, 01:58 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening RedSquare 0.97 is released by PlaatSoft. The following changes were made:
31-03-2009 Version 0.97
GUI:
– Show played game level on high score screens.
– Update menu screen information.
Core:
– Improve stability.
– WiiMote timeout increase from 60 to 300 seconds.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment
RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly! Special thanks to my family for their support during the development of this game.
Key Features:
2D gameboard with special graphical effects.
Support one to four concurrent players
Game player score is shared on internet.
Easy menu system.
WiiMote IR device support
10 background music tracks
Several sound effects
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April 7th, 2010, 01:57 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
This evening SpaceBubble 0.95 is released by PlaatSoft. The following changes were made:
31-03-2010 Version 0.95
GUI:
– Update menu screen information.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Added local highscore position calculation.
– Improve stability.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Improve source code documentation.
– Added screenshots to source code documentation.
– Build game with devkitPPC r21 compiler.
If anybody has a good idea how to improve this game, please post a comment
SpaceBubble is a classic board puzzle game based on bubble breaker. Select multiple bubbles with the same color and destroy them, the more you hit in one the higher score you will get. Special thanks to my family for their support during the development of this game.
Key Features:
2D bubble gameboard with special graphical effects.
Support one to four concurrent players
Seven game levels
Game player score is shared on internet.
Easy menu system.
WiiMote IR device support
9 background music tracks
Several sound effects
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April 7th, 2010, 01:49 Posted By: wraggster
News via http://www.plaatsoft.nl/wiibrew/posts/
PlaatSoft has released TowerDefense v0.95. The following changes were made:
31-03-2010 Version 0.95
GUI:
– Update menu screen information.
Core:
– WiiMote timeout increase from 60 to 300 seconds.
– Improve stability.
– Use libfat 1.0.7 as disk access engine.
– Use libogc 1.8.3 as Wii interface engine
General:
– Make source code compliant with r21 compiler.
– Build game with devkitPPC r21 compiler.
Wii TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!
Key Features:
2D gameboard with special graphical effects
WiiMote device support
18 game maps
6 weapon systems
25 enemy types
Nice background music
Nice game sound effects
Game score is stored local and on internet
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