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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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March 10th, 2010, 19:34 Posted By: Shrygue
via MCV
There’s more than enough evidence to suggest that Apple can rightly lay claim to be the fourth platform holder of the modern video games market – but Nintendo has dismissed the idea that Apple’s gain is its loss.
“There's been no data to suggest an encroachment on our business,” Nintendo’s American president Reggie Fils-Aime told Forbes.
“The iPhone has been out on the marketplace for just a couple of years. In the last two years we've set two records on our DS business, last year selling over 11.2m units. So there's been no evidence that we've lost any business to that competitor.”
Reggie did concede, however, that Apple’s rise has at least won it the honour of being named a true competitor in the sector.
“On the other hand, we recognise that consumers have a limited amount of entertainment time, and anything that takes entertainment time away from the Nintendo DS, DSi and Wii is a competitor. And so from that standpoint, we need to build experiences that are compelling and sticky, and that consumers can get excited about. That's our challenge.”
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March 10th, 2010, 15:37 Posted By: wraggster
Newly released over at http://www.romhacking.net/forum/inde...pic,10469.html
From the same creator of “The Missing Stars” hack, this tool imports a Wavefront .obj file as the level mesh of any level in Super Mario 64.
Features:
Replace any of the original levels
Select available Object Banks
Map textures to specific collision types
Set “weather” effects (lava, snow, etc)
Set global terrain types (slide, sand, snow)
Set background graphics
User-friendly interface with save/load settings feature
Textures with alpha are still not properly supported, but will be so in further updates. For best results, use 32×32 textures, other texture sizes might be mapped incorrectly.
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March 10th, 2010, 01:09 Posted By: wraggster
GeeXboX for Wii is GeeXboX ported, UNOFFICIALLY, to run on Nintendo Wii game console. This has been made possible by the exellent work of Wii 'hackers' and homebrewers, especially Team Twiizers and the gc-linux team.
version 0.1beta3. Routine release.
- Update linux to 2.6.32.9;
- Update ffmpeg to r21465;
- Update MPlayer to r30437;
- Fix compatibility with certain charset encodings.
http://geexboxforwii.sourceforge.net/content/
Download here
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March 9th, 2010, 23:21 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Utlra). Changes:
- mapper 163/164 - "Lei Dian Huang Bi Ka Qiu Chuan Shuo (NJ046)" fixed, other may be broken
- mapper 80 - "Mirai Shinwa Jarvas (J) [!]" save function enabled;
- UNIF NROM - SRAM added for "Family BASIC (J) (V3.0)", battery backed flag too;
- UNIF UNROM - busconflict hacky emulation, fixed graphic glitch in "Cyberball (U) [!]".
http://cah4e3.shedevr.org.ru/
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March 9th, 2010, 19:23 Posted By: Shrygue
via Computer and Video Games
Monster Hunter Tri producer Ryozo Tsujimoto has told ONM that he'd like the next iteration of DS to have stronger online functionality.
"I would like to see any future iteration of the DS provide stronger online functionality, said Tsujimoto. "Obviously Monster Hunter games rely very heavily on network gaming and if there is anything that could be improved I would have the online side high on my list."
We don't know if Tsujimoto's wishes will come true but Nintendo did design the new Classic Controller Pro with Monster Hunter in mind so maybe they'll listen to him again.
As for Nintendo's next handheld, the last we heard was that the
You can read what more developers had to say on the future of DS in issue 54 of Official Nintendo Magazine which goes on sale on Friday.
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March 9th, 2010, 18:08 Posted By: wraggster
Ant512 has updated his Woopsi - DS GUI Library, heres whats new:
Woopsi version 0.46 is now out.
http://sourceforge.net/projects/woopsi
This is the first beta version. From this point forwards, future Woopsi development will centre around bug fixes and documentation. There are many features I could add to the library, but the feature set is complete for version 1.
At this point, what I really need is for people to try out Woopsi in some small projects and let me know what bugs they find and what apparently simply tasks they find difficult to accomplish with the library.
Any volunteers?
Changes in this release mainly involve the MultiLineTextBox. All alignment options now work, as does the cursor.
Fixes:
- MultiLineTextBox jumps to bottom of text correctly when required to do so.
- MultiLineTextBox extensively refactored.
- MultiLineTextBox top-aligns when text exceeds size of gadget.
- MultiLineTextBox alignment options all work.
- Removed ScrollingPanel::clipToClientRect().
- Made Woopsi::startup() pure virtual; no longer needs to be called as the first instruction in user override.
- Woopsi::startup() and Woopsi::shutdown() are protected, not public.
- Deleted helloworld_alternative example.
- Switched various string methods from using u32 to s32 types.
New Features:
- Cursor jumps to click point when MultiLineTextBox is clicked.
- D-pad up/down move cursor up/down in MultiLineTextBox.
- MultiLineTextBox shows keyboard when double-clicked.
- MultiLineTextBox scrolls to follow cursor when moved with the d-pad.
- TextBox and MultiLineTextBox keyboard popup can be enabled/disabled using enableKeyboardPopup() and disableKeyboardPopup().
- Built with devkitARM r28.
- Added TextBoxBase interface to ensure that all TextBox-style classes implement the same methods.
- Added SliderBase interface to ensure that all Slider-style classes implement the same methods.
- Added ListBoxBase interface to ensure that all ListBox-style classes implement the same methods.
- Progress bar optionally shows percentage completed.
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March 9th, 2010, 17:51 Posted By: wraggster
News via http://www.aep-emu.de/
byuu has released a new beta version of its SNES emulator bsnes for Windows and Linux.
Quote:
bsnes v061.01 beta released 2010-03-08
Found the cause of the issue breaking SuperFX games after loading SA-1 games. Seems the XML mapping tree wasn´t being cleared. It´s also not a good idea to use bsnes/ as the folder name when the Makefile generates a binary by the same name in the same directory, so back to src/ for the main emulator it is.
With those fixes, this release should be fully stable; but again my intentions are to keep v060 as the stable release for a while.
Nonetheless, you can grab the new beta at Google Code. It should be the last update for at least a few weeks.
http://www.byuu.org/
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March 9th, 2010, 17:39 Posted By: wraggster
Newly released today:
features
Anyone can pick up and play with intuitive Wii Remote based controls. Racquet Sports works with the Wii MotionPlus accessory for even more precision!
Play in an Underwater Reef, a Moroccan Palace, a New York Loft or a Fan-Filled Stadium. Over 40 spectacular locations in all!
Choose different looks and accessories to build hundreds of unique characters
Compete in 6 different play modes that provide the perfect way for everyone to play
Compete with up to four friends or family members in split-screen mode for an ultra-realistic play experience
description
For the first time, Racquet Sports serves up 5 of your favorite racquet games all in one product for Wii. Players are immersed in stunning worldwide locations as they serve, rally and smash their way to the finals. Every family member can get into the action with easy-to-use controls that precisely simulate each player’s movements. From Party Mode to Championship Mode, Racquet Sports is fun for everyone!
http://www.play-asia.com/SOap-23-83-...j-70-3p7n.html
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March 9th, 2010, 17:36 Posted By: wraggster
Newly released today:
features
Explore a visually stunning world filled with whimsical settings, optical illusions, curiously challenging puzzles, and formidable adversaries
Play as the Mad Hatter, White Rabbit, Cheshire Cat, and other memorable characters from the film
Master unique abilities, such as altering perception, making objects invisible, and manipulating time
Develop new skills with an expandable combat system and team up with a friend for the drop-in/drop-out co-operative mode
Guide Alice to help her fulfill an exciting destiny that culminates with the ultimate battle against the Jabberwocky
description
Have you ever wondered what it would be like to fall down the rabbit hole? For the first time you can soon experience Alice's fantastical adventure with a designed especially for the Wii. Inspired by the highly anticipated Disney Alice in Wonderland film from the mind of Tim Burton, this game will take you on a journey beyond the movie...and your wildest imagination.
http://www.play-asia.com/SOap-23-83-...j-70-3nb6.html
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March 8th, 2010, 21:42 Posted By: wraggster
News/release from 34®ß0*3®
This is my first official project that I'll be releasing this year, and I mainly coded it yesterday, and today.
I first played a version of this game on the wii (http://wiibrew.org/wiki/Helii) (my version also uses the same base image for the sprite) I thought it was very fun, but then I realized that there wasn't a hand-held version, I then began the quest to create it. I made this game during 4 different days(not including sprite-work) and it was fun making it. This game is a work in progress, so you can expect new updates in the next few months.
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.
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March 8th, 2010, 21:29 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Priil...73-t18978.html
The rev73 is a later version to 0.3b Official (rev48) but this is not a finalized version.
Priiloader is a Homebrew builds upon by DacoTaco and phpgeek. This is a continuation of past Preloader opensource project.
It consistitue an alternative to BootMii in boot2 but Bricker can use the Wii! use with caution!
You can configure through priiloader Setting Editor
QUOTE
R67 => R73
- Fix launch chain
- Possibility to start a game VC / WW
- Removed CIHI password at the update or uninstall
- Option to choose the type of magicword between Daco and Pune
- Support GameCube controller and Classic Controller
- Correction of typographical
- Cleaning Code
R63 => R67
- New Typography
- Fixed and improved OpenDolBoot
- Fixed and improvements for compiling Linux Notament
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March 8th, 2010, 21:26 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Saveg...41-t18977.html
Savegame Manager GX is a new homebrew developed by dj_skual based on Savegame Manager 1.5 and WiiXplorer.
r41
- Added a SaveGamePrompt to display information about the save (still to add the icon)
- Added the wiiblock size to the savegame struct
- Added the getfoldersize function to get the savesize on device (not completely working for now)
- Language files updated
r40
- Changed some things in DeviceBrowser to restore functionality is the following
WiiSavebrowser exchange
- Giantpune added to meta.xml
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March 8th, 2010, 21:03 Posted By: wraggster
Final Fantasy XIII comes out on PlayStation 3 and Xbox 360 this week. What do Wii owners in North America get? Final Fantasy IV or Final Fantasy II as its called on the Virtual Console.
Square Enix’s Super Nintendo classic will be available as a digital download later today. This version is the original North American version, which means no dashing, protect spells or Recall ability for Tellah. The game will cost 800 Wii Points ($8), 200 Wii Points less than this weeks WiiWare games — Dracula: Undead Awakening and Max & the Magic Marker.
http://www.siliconera.com/2010/03/08...ual-console-2/
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March 8th, 2010, 19:19 Posted By: wraggster
News from http://www.dolphin-emu.com/news.php
As Dolphin nears the first release since becoming open source software, we are hard at work to make it more stable. Now, we offer up "v2.0 RC1" for our faithful testers to try out and report back!
If you're on windows or OS X, head over to the downloads section to download the Release Candidate. If you're on linux, you will need to svn checkout and build http://dolphin-emu.googlecode.com/svn/branches/stable.
Please test the Release Candidate and let us know via the forums or the googlecode issue tracker if you've found a stability bug. Note that feature requests and bugs not pertaining to stability for the v2.0 release will be frowned upon, and could bring down developer wraith.
Happy testing!
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March 8th, 2010, 19:19 Posted By: wraggster
News from http://www.dolphin-emu.com/news.php
As Dolphin nears the first release since becoming open source software, we are hard at work to make it more stable. Now, we offer up "v2.0 RC1" for our faithful testers to try out and report back!
If you're on windows or OS X, head over to the downloads section to download the Release Candidate. If you're on linux, you will need to svn checkout and build http://dolphin-emu.googlecode.com/svn/branches/stable.
Please test the Release Candidate and let us know via the forums or the googlecode issue tracker if you've found a stability bug. Note that feature requests and bugs not pertaining to stability for the v2.0 release will be frowned upon, and could bring down developer wraith.
Happy testing!
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March 8th, 2010, 12:11 Posted By: wraggster
SuccessHK the Online Store for BlazePro have released a new Wii Remote thats fully compatible with the Nunchuks, Classic Controller & Motion Plus adapter, but the big thing is that the price is a wallet friendly $16.44 which is around a Tenner for those in the UK and i would say around 12 Euros for those of you in Europe, it also comes in 3 colours, Black, Blue and Pink.
Heres the full details.
Compatible with Wii
Come with a strap for your wrist
Compatible with all Nunchuks & Classic Controller & Motion Plus
Wireless, easy and convenient to use
This wireless i controller is designed for Wii. It also supports Motion Plus. Due to its wirelessness, it can be used anytime and anywhere. It also comes with a wrist strap, which makes sure it will not easily go off the user's hand when the user acts somewhat too violently.
Links
Black Wireless i Controller
Blue Wii Wireless i Controller
Pink Wii Wireless i Controller
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March 7th, 2010, 22:24 Posted By: wraggster
Pate has posted some more WIP News concerning his Dos Emulator for DS:
First off, I just yesterday noticed that I had made a mistake when I prepared version 0.05 for release: I had forgotten to disable the conditionally included Memory Watch code from the CPU emulator! I had used the Memory Watch code to break into the debugger if an opcode writes to the BIOS F000:0000 address (which my buggy EGA code did at some point), but then forgot to turn the feature back off after I fixed the EGA code. This Memory Watch code causes a noticeable slowdown to the whole emulation, as it checks a memory address after every single opcode is executed! So, if you are wondering why 0.05 feels slower than 0.04, this is the cause. Sorry about that, I'll try to be more careful in the future. Oh, and another thing, it seems Commander Keen 4 has an unsupported EGA opcode in the actual game. I only tested the demo, and it does not have this issue, so I did not notice it. This should be fixed in the next release, though.
During the past week I did not have time to work on DSx86 at all, as we got about 30cm more snow here, and all my free time went to shoveling snow from my yard! I only got to working on DSx86 this Friday, and immediately began a complete rewrite of the EGA graphics code. I decided to code proper EGA read and write subroutines, which handle all the various read/write modes, functions, and Set/Reset features of the EGA hardware. The separate EGA opcodes then call these subroutines as needed. This code will run somewhat slower than the previous EGA code that had everything inlined to each of the opcodes, but now the subroutines are in ITCM so perhaps the difference is not all that great. And adding all the features to all the separate opcodes would have made the code quite huge. This improved EGA implementation now finally got rid of the graphics glitches in Duke Nukem 2.
I used DOSBox sources as a reference, and noticed that DOSBox actually has a buggy implementation of Write Mode 3: It should rotate the host byte before all the other operations, but DOSBox does not have the rotate code in the Write Mode 3 handler. It is possible that no game ever uses Write Mode 3, so this bug might never actually manifest itself. In fact, I decided to copy the bug into DSx86, as that saves a reasonable amount of code. :-)
I have now added pretty much all of the unsupported EGA opcodes from the debug logs I have received for versions 0.04 and 0.05. I also debugged the game Swap, in which the cursor left a trail of corrupt graphics when it was moved. I found out that the game used opcode mov al,[si] to read the original data below the cursor from the EGA memory. This was a problem as I have only supported EGA memory access with the ES segment (or with the DS segment in the string opcodes). I coded a special case to the mov reg8,r/m8 opcode for when the DS segment points to the graphics memory, and that fixed the problem in Swap. However, I'll need to rethink my whole approach to graphics memory handling in the future, as there will surely be many more cases where the DS segment is used with various opcodes to access the graphics memory.
I also downloaded Street Fighter II and SimCity demo, which both have graphics issues, and will continue debugging them to see what causes these problems.
Currently I am working on the INT 03 problem that happens in games like Castle Master. Simply supporting that opcode did not fix the issue in Castle Master, so I am investigating this further. It looks to me like the INT 03 (which is the debugger breakpoint interrupt) is used in the game to detect whether it is running inside a debugger, which in turn is most likely some sort of anti-hacking feature in the game.
I'll continue working on these issues for the next week, and hopefully get 0.06 ready for release then next weekend. Thanks again to all of you who keep testing DSx86 and sending me the debug logs!
http://dsx86.patrickaalto.com/DSblog.html
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