|
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
|
March 2nd, 2010, 00:22 Posted By: wraggster
News/release from HVE
Here is the first demo of my new project. It's an isometric platform/puzzle game about the ball Mee.
You walk around with the direction pad and use trampolines,
boxes and bombs to collect gold and reach the goal.
Controls
Dir. Pad: Walk
Select: Switch directions
Start: Restart level
Feel free to suggest things I could add.
I am already planning to add:
-Water
-Simple enemies
-Powerups that gives you the ability to jump without trampolines
-Level editor
-More levels
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 1st, 2010, 22:50 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Another big update week at Out-of-Print Archive. Not only is there another fine release of Super Play, but there are a couple of new sections in the website, namely a hardware section and the trade show section. The Super Play release is issue 3 from January 1993 and comes courtesy of meppi, who scanned and edited it. The accompanying online articles (ready to view straight away) from this issue include Super Aleste (SNES), Cosmo Gang: The Video (SNES), NES CD-ROM drive: the future of SNES games? (feature) and Dragon Quest V (SNES). As usual, the release is available to download in full, for free, from the Super Play #3 webpage shown below.
http://www.outofprintarchive.com/cat...uperPlay3.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 1st, 2010, 22:24 Posted By: wraggster
Newly released today:
features
The ocean is teeming with life. Hundreds of real-life species are there to be discovered, from seahorses to giant whales
Are the local fish sick or agitated? Players can view their health status and then use a tranquilizer-like tool to zap the ones in need of rehab with healing energy
The game also includes a storyline that players can follow as they choose. The plot involves Oceana, a woman who investigates the “Dragon’s Song,” which her father, a prominent ocean explorer, was searching for just before his death
While at Nine Ball Island, players can become friends with a dolphin and teach it some new tricks. When ona dive, players can even bring along the dolphin, which players can hold onto for extra fast swimming
For the first time in the series, friends who have broadband Internet access can connect and dive with one another via Nintendo® Wi-Fi Connection, while using the Wii Speak™ microphone to converse
Players: 1, 2 via Nintendo Wi-Fi Connection
description
Endless Ocean: Blue World builds on the ocean experience first introduced with Endless Ocean™.While the last game emphasized relaxation, this one is designed with more adventure in mind. Divers might find themselves escaping from or calming down attacking sharks, exploring shipwrecks or finding treasure. Endless Ocean: Blue World also has more creatures and improved graphics designed to fully immerse players in an ocean environment that they can freely explore at their own pace.
http://www.play-asia.com/SOap-23-83-...j-70-3o27.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 1st, 2010, 20:09 Posted By: Shrygue
via Computer and Video Games
Dark Void Zero will be available to download on DSi from Friday.
Capcom's retro-style action game will be joined in the DSiWare store by Globulos Party and Real Football 2010.
Dark Void Zero is a spin-off from the Xbox 360, PS3 and PC shooter that was released in January. While Xbox 360 World described the console version as forgettable in their Dark Void review, Zero received many positive reviews upon its release in the US in January.
Designed like an old NES action game, Dark Void Zero puts you in the shoes of Rusty, the first human born in the Void. He must take on the Watchers in a quest to stop their domination of Earth. With the aid of Nikola Tesla and a state-of-the-art rocket pack, you'll have to take down the Watchers and their minions in three levels. Dark Void Zero will cost 500 DSi points.
Real Football 2010 is a football game featuring 245 teams spread across eight leagues. It features Touch Screen controls and you can use photographs taken with the DSi camera to customise corner flags, balls and players. It will cost 800 DSi Points.
Globulos Party is a mini-game compilation featuring 20 games - including croquet, darts, football, ice hockey, snooker and Tic-Tac-Toe.
You'll of course be able to play all three games on the DSi XL when it's released on Friday. You can read our DSI XL review for more on that.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 1st, 2010, 00:05 Posted By: Shrygue
via Computer and Video Games
Nintendo's DSi XL will carry a suggested retail price of £159.99.
The news comes from a listing in 'The Future' - the B2B magazine of official UK DSi distributor Gem.
The price is £10 higher than the SRP for a standard DSi, while DS Lites are available for around £100.
The printed SRP corroborates with listings on the likes of Amazon and Play.
Check out the CVG DSi XL review here.
The console will launch this Friday (March 5th).
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 23:33 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:
Finally I got version 0.05 released! The biggest changes since 0.04 are the improved EGA support (so that Commander Keen 4 runs), and I also added the blitted screen update mode for CGA graphics mode. In earlier version only the Direct mode was supported, now you can select whether you want to use blitted (60 FPS, 30 FPS or 15 FPS) or direct screen update.
Speaking of screen update modes, I don't think I have properly described what the differences between those direct and blitted modes are, and how they relate to the different graphics modes that DSx86 supports, so I think it is time I do that. First, the difference:
Direct mode writes directly to the Nintendo DS display memory (VRAM) at physical memory address 0x06000000. The way this works is that I detect whether the ES segment address points to the emulated x86 display memory (addresses between 0xA000-0xBFFF), and if it does, the segment prefix (or MOVS/STOS opcode) switches to use a different (duplicated) set of opcodes that do not store data to the emulated x86 RAM but instead write directly to the corresponding pixel(s) of the physical NDS VRAM. How the written data is converted to pixels is different in each graphics mode, so this mode needs as many different handlers for the same opcode as there are supported graphics modes.
The advantage of this mode is that it is generally much faster than the blitted mode, as the pixels are written only once, and only the actually changed pixels are handled. The drawback is that it needs duplicate versions of all the opcodes that can write to memory (and in the x86 architecture most of the opcodes can!) and it only detects screen address by ES segment. If the display memory is addressed by the DS segment it won't be detected (except in MOVS opcode) and thus the game won't work properly. In practice it is almost always the ES segment that is used to point to graphics memory (as it is the only generally unassigned "free" segment register) and the number of opcodes actually used is very limited. However, when using direct mode, I can never be sure that the next game won't use some new opcode I haven't yet handled in direct mode.
Blitted mode in turn uses the emulated x86 display memory at 0xA000-0xBFFF just like any other memory, so that all the normal memory operations are supported. It needs no special opcodes, and all segment registers can be used to access the display memory, so this mode will not cause "unsupported opcode" errors, nor should the game behave strangely.
Depending on the selected blitting speed (60 FPS, 30 FPS or 15 FPS) the emulated display memory is scanned every, every other, or every forth frame in full, and all the pixels are copied to the actual Nintendo DS hardware VRAM. This process is as slow as it sounds like, as all the pixels are copied even if nothing has changed on the screen. Every pixel is in fact written to twice, first into the emulated memory and then again when it is copied to the actual hardware display memory. Thus this mode is generally much slower than the direct mode.
Next, let's look at the different graphics modes supported by DSx86, and how they use those screen update modes:
Text modes (80x25 and 40x25) currently only support Direct mode (regardless of what you select as Screen Update method). That is because I thought the text mode displays would become annoyingly sluggish if the display memory (which only contains the character code and attribute per each byte pair) is scanned and converted to bitmapped 6x8 pixel characters per each frame. With direct mode the data is written both to the emulated VRAM at x86 segment 0xB800 (so that the character code is easily accessible) and also directly to the NDS VRAM as a 6x8 pixel font.
CGA mode 320x200x4 supports both Direct and Blitted modes (starting from version 0.05). Earlier only the Direct mode was supported. If I need to decrease the memory usage of DSx86 code at some point I might actually remove the CGA direct mode support, as I believe the games that use CGA mode will probably run fast enough also using the blitted mode, and keeping the direct mode creates quite a bit of code bloat.
EGA modes actually use a combination of Direct and Blitted mode (again regardless of what is selected as Screen Update method), which is a bit sad as it brings the drawbacks of both of the modes, and none of the advantages can be used. This is because of the complexity of the EGA graphics modes; they do not write directly to the display memory even on the x86 architecture, instead they use the EGA graphics registers to modify and expand the written byte to the 32-bit output value, as I explained below in the Jan 17th blog entry. This also means that EGA supports needs a lot of duplicated opcodes, many of which are still missing. Also not nearly all the EGA register fatures are yet supported, and I'm actually thinking of refactoring much of the current EGA code to be able to support the features in the next version.
MCGA mode supports both direct and blitted mode, so you can try with the the direct mode first, and if you get unsupported opcode errors, fall back to the blitted mode. Some games (like Solar Winds) use the DS segment register to write to the graphics memory, so they will always need to use the blitted mode.
In the future I will continue working on the EGA mode, and at some point I'll expand this to the VGA Mode-X style graphics modes (as used by Wolfenstein 3D and Master of Orion, for example). Those modes also need a combination of direct and blitted mode, as they use the VGA registers and the full 256KB of VGA VRAM. They are faster to blit to the screen though, as they use the same 8-bit pixels as the Nintendo DS VRAM, so no conversion is needed. I'm also thinking of switching to a "dirty buffer" approach with the text mode support, so that I could drop the direct mode support and switch to blitted mode, without killing all the performance.
Anyways, hope you like the new version, and sorry I haven't had time to go through all the debug logs you have sent me. I'll continue working on those reports for the 0.06 version, and please keep on sending the log files from 0.05!
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 22:08 Posted By: wraggster
Did you know the DS was originally referred to as “Iris” within NCL? In a recent Iwata Asks covering WarioWare: D.I.Y., SPD producer Gorou Abe mentioned how the development of the game dates all the way back to 2003, when documentation pertaining to the series referred to a system codenamed “Iris.” Iwata went on to to explain:
The “Iris” Abe-san mentioned isn’t widely known, so I will explain. Iris was the codename of a next-generation device we were exploring to succeed the Game Boy Advance—in other words, before development of the Nintendo DS. Eventually, it became a two-screen device with the codename Nitro, which went out into the world as the Nintendo DS. So, broadly speaking, Iris was the foundation for the Nintendo DS. You might say that Abe-san carried out his original objectives across five and a half years.
Originally, the concept of being able to create your own microgames using WarioWare was meant to be limited to making small changes to the existing games included in the package. Over time, however, as the DS and Wii came about, Abe and his team were able to fully realize the concept thanks to the stylus and inter-console connectivity.
http://www.siliconera.com/2010/02/28...odenamed-iris/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 22:01 Posted By: wraggster
The fruits of a deviantART "art jam" concept pitched by user lerms in late 2009 has finally been revealed, rekindling our love for classic NES promotional design (and how awesomely bad it was). The art jam's rules were simple: Select a classic title and reimagine its box art, while also keeping the spirit of the original in mind. Suffice it to say, the results were superb and only make us want to print each of the designs for use in our own classic gaming collection. (Or at least purchase poster sized prints of them all.)
In all, ten classic designs were re imagined, including covers for Contra, Castlevania III: Dracula's Curse, and (finally!) an Iron Sword: Wizards & Warriors II cover sans Fabio.
http://www.joystiq.com/2010/02/27/re...hood-memories/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 22:00 Posted By: wraggster
We're not sure which element of this story is the most newsworthy, so we'll lead with this: Some person, somewhere in the world, recently spent $41,300 on an extremely rare NES game. Someone was perusing the eBay auction block, saw Stadium Events (which Nintendo bought the rights to and retitled World Class Track Meet), and said, "you know what? That looks like the kind of thing I'd like to spend an American's median annual income on."
According to Video Game Price Charts, that auction has turned Stadium Events into the most expensive NES game ever sold. There are around 200 copies of the game still floating around out there -- which should be enough to send most of you rushing to your local pawn shop in a Willy Wonka and the Chocolate Factory-esque tizzy.
http://www.joystiq.com/2010/02/27/st...nsive-nes-gam/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 00:44 Posted By: wraggster
News via http://baro.drunkencoders.com/blog/16
This is a tool I’ve made to develop Tanuki Tail, but decided to release because I’m so awesome and helpful.
BaSS is a script language toolkit I’ve made (and still work on from time to time). It lets you create script files that use a script language of your invention. For example, if you are making an RPG you may want to create scripts for your NPC events. For example, when you talk to someone make him face you, load a text, print the text, maybe give or take an item, etc. It also has other uses, like event animations (example: “walk two tiles up, then turn around, make the character jump…”) or anything that comes into mind. After all, the final result is an array of bytes with the meaning you gave to them.
The current toolkit consists of two tools, Luthier and Performer, both of which are command line text parsers. The toolkit comes with a manual that explains pretty much everything.
Luthier creates BaSS language files from text files. This is, the collection of commands you want to use to compile scripts with Performer. Read the manual and example to get a better idea, but, a quick one:
5 loadtext 1 2 textID
6 printloadedtext 0
X print 1 2 textID // loadtext textID \ printloadedtext
These three lines would put two commands and a construct in the language:
Command number 5, named “loadtext”, which receives one parameter of length two (bytes), called textID
Command number 6, named “printloadedtext”, which receives no parameters.
Construct “print”, which receives one parameter of length 2 (bytes) called textID. This gets translated into “loadtext textID” and “printloadedtext”
As you can see, this also implements constructs, which are something similar to macros in C. A construct is translated as one of more commands with parameters (constant or parameters of the construct), which is useful for common script lines, aliases (multiple names) of a command, or, with label references, jump commands.
Presumably, loadtext would load a text reference into some buffer, printloadedtext would output it, and print would do both things.
Luthier also lets you define things like maximum script file size, coordinate types size (each script has two coordinates: bank and script, and offset as an offset in the script file), endianess of data bigger than one byte, file extension, etc.
The second tool is Performer, which is the actual script compiler. Given a text source file and a language file (created with BaSS), generates a file containing the array of bytes that represent such script. For example, with the previous commands, the script
loadtext 10
printloadedtext
print 11
would generate a script with the bytes 5 10 6 5 11 6, which would, presumably, output texts number 10 and number 11. Constructs get translated into the commands they mean
It is possible to #define things with a %DEFINE directive.
It is also possible to insert labels. Labels are references to a script bank-script-offset coordinate, and can be added in a script to create a reference to that exact point of the script. You can create constructs that accept Label or Extlabel types, and then, when compiling, Performer looks up that label. If it’s a Label, it looks in the current script. If it is an Extlabel, it looks in a labels file, where all the labels from compiled scripts are stored.
Once you have your language defined, you have to implement the commands into your game. The logical way to do this is sequentially, with jumps of needed, by creating a while loop that reads the whole array byte by byte and running each command depending on the byte read (with a switch statement, for example).
This is a beta. There is a lot to improve and a lot of code to clean. Once the code is cleaned enough so it doesn’t embarrass me, I’ll release version 1, which will be open source.
Feedback is welcomed, being it praise, bug reports, comments, questions…
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 28th, 2010, 00:41 Posted By: wraggster
News/release from janmulder
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.
In the Levels you can press Back to go back to Menu.
The rectangle shows you how the plate is turned (3D).
A message appears when something happens.
I guess that was it.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 22:53 Posted By: wraggster
News/release from s_hansse
I started right now to programm Glace DS.
It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
Here's the fifth demoversion, first one really running.
You can't do anything, simply run around and be happy about you can stand on grounds
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 22:43 Posted By: wraggster
OpenTyrianWii 1.7 released by Molokai
http://wiibrew.org/wiki/OpenTyrianWii
A Port of the birds-eye shoot-em-up shooter OpenTyrian to Wii
Changelog
1.7 - 25 February 2010
Impossible, Suicide, and Lord of Game difficulties now available by default in difficulty select menu.
Change in onscreen keyboard startup and shutdown routine. Result is an increase in speed when loading the save/highscore name entry screens.
Rich mode (a.k.a. loot) now accessible through "OpenTyrian" menu option.
Latest changelog now included in meta.xml (for the benefit of the HBB users).
Special Games/Modes menu added. Access by simultaneously pressing left and right sidekick assigned joystick buttons (or F15 on a keyboard, if you have one that far up). Includes choices for both Arcade ships (i.e. UNKNOWN, WEIRD, NORTSHIP, etc), as well as the two difficulty settings for ENGAGE (suicide and LOG). Will eventually include Destruct mode (2D tanks game), but since it's not rigged to work with joysticks at the moment, it's useless on the Wii.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 22:04 Posted By: wraggster
BrawlStats beta2 released by Marc
BrawlStats is a Wii application that will have to be ran after a Super Smash Bros. Brawl session. It will store automatically on your SD your results and then you will be able to navigate freely through a clean GUI that will show you a lot of information that Brawl doesn't store (or doesn't show). It can be like a database of your Brawl matches.
beta2 (2010.02.27)
some small bug fixes
some cosmetic changes
added a page indicator so you can know in what page you are
the ranking per matches now shows a new column that indicates the total matches
added a new help screen on the last tab
the return to Wii menu function works
numbers now use a fixed width font
http://wiibrew.org/wiki/BrawlStats
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 22:03 Posted By: wraggster
ftpii 0.0.21 released by joedj
ftpii is an FTP server for the Nintendo Wii.
Changes
0.0.21 NTFS filesystem.
SEEPROM filesystem.
Fix active-mode transfers.
Built with devkitPPC release 19, libogc r3938, libfat r3938.
http://wiibrew.org/wiki/Ftpii
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 21:36 Posted By: wraggster
A message on the Mega Man Zero Collection site says the game has been delayed and Capcom apologizes for any inconvenience caused by the news.
April 22nd was previously Mega Man Zero Collection’s release date in Japan. North America was scheduled to get the game in the summer. The new release date for Japan is “TBD”. It’s unclear if the delay in Japan will affect the North American version since “summer” is a few months after April.
Mega Man Zero Collection contains all four Mega Man Zero games on one Nintendo DS cart. Retail product sheets listed extra features such as collection mode and easy scenario mode.
http://www.siliconera.com/2010/02/26...tion-in-japan/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 27th, 2010, 21:29 Posted By: wraggster
Gamasutra got a chance to speak with the executive VP and GM of Disney Interactive Studios, Graham Hopper, who says that Disney is swinging for the stands on their future game releases. The games division is learning from "pure" gaming studios and their success, and while Hopper admits that the company hasn't always treated their properties correctly on the gaming side, starting with Disney's Epic Mickey, it wants to "give their projects the time and appropriate resources to be successful." In other words, let them stand on their own as games, rather than squeeze them up against a movie's release date.
And Hopper hopes for quite the payoff, too -- while third-party titles on the Wii have been hit or miss (mostly miss), Hopper expects Epic Mickey's success to go "to Nintendo levels." He does say that they don't want to turn Mickey into Mario by "simply using him as an icon or an avatar in a game," but Disney's goal in the future will be to make sure that each of their properties' appearances are worth it. Hopper says if they port a film to five different gaming platforms, customers should expect "not the same story five times over, but five different stories, each uniquely suited for the platform they're on." A good plan to have, but much easier said than done.
http://www.joystiq.com/2010/02/27/di...ls-on-the-wii/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
next » |
|
|