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February 24th, 2010, 19:33 Posted By: wraggster
More news from Planet Virtual Boy:
Today we have a bunch of new Virtual Boy videos for you. In cooperation with Grooveraider, we are happy to present you with a total of 4 tradeshow videos from WCES 1995 and E3 1996, showing some fantastic, never before seen stuff.
Nintendo Laser Montage (E3 1996)
Just before a live demonstration of the long awaited Nintendo 64 console on E3 1996. Actor/voiceover Charles Martinet kept the trade show attendees amused while portraying Mario's nemesis Wario on an enormous C-shaped projection screen complete with a laser montage of Nintendo's game line-up. You had to have been there to really experience Nintendo's MASSIVE show booth.
E3 1996 VB Booth
The Virtual Boy booth at E3 1996 with a lot of VB display with playable versions of Bound High and Dragon Hopper. This contains some seconds of Dragon Hopper footage!
WCES 1995 VB Booth
Camera footage showing the Virtual Boy booth at WCES 1995. The video consists of three parts:
1. Surrounding of the VB booth
2. People waiting in front of the VB booth in order to be let into a darkened room where numerous VB Demos were shown on video
3. Coming out of the Demo room into another area with many VB displays
Virtual Boy Technical Demos (WCES 1995)
The fourth and last video shows 3:45 minutes of camera footage of the Virtual Boy demos shown on video on WCES 1995! You'll see not only prototypes of Teleroboxer, Galactic Pinball, Red Alarm and Vertical Force, but also the F1 and Dolphin demos as well as the first ever moving images of the Mario and Starfox demos!
Bonus: Mario Demo (WCES 1995)
The complete Mario demo, taken from the above video of VB demos at WCES 1995.
Furthermore, Grooveraider sent us new and better scans of almost all press releases from WCES 1995 and E3 1995, a WCES 1995 VB brochure, as well as this picture of him with Gunpei Yokoi and his autographed copy of the E3 1995 programme. Yokoi signing it can be seen in this video we added earlier. Jealous? I certainly am.
A huge thank you goes out to Grooveraider for everything!
Read on for quotes.
Videos and More Here --> http://www.vr32.de/modules/news/article.php?storyid=290
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February 24th, 2010, 18:45 Posted By: wraggster
The Openbor Team over at Lavalit have released a new version of Openbor the Beats of Rage Game and Engine for PSP, Dreamcast, Dingoo, Wii and GP2x and Wiz,
Heres whats new:
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r2716 | sumolx | 2010-02-23 13:32:05 -0500 (Tue, 23 Feb 2010) | 3 lines
Changed paths:
M /Makefile
M /tools/win-sdk/MinGW.7z
Updated MinGW DirectX to version 8.
Recompiled SDL library using the newer DirectX.
Fixed Windows Sound Delay.
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r2715 | sumolx | 2010-02-21 11:26:51 -0500 (Sun, 21 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Restored buffer size back to 4096 as it was causing issues.
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r2714 | sumolx | 2010-02-20 23:11:24 -0500 (Sat, 20 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Decreased sampling from 4096 to 512. Hopefully this fixes sound lag.
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r2713 | sumolx | 2010-02-19 23:35:18 -0500 (Fri, 19 Feb 2010) | 2 lines
Changed paths:
M /resources/meta.xml
M /version.h
A /xcode
A /xcode/mac
A /xcode/mac/OpenBOR.xcodeproj
A /xcode/mac/OpenBOR.xcodeproj/project.pbxproj
Xcode IDE for mac now supported.
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r2712 | plombo | 2010-02-19 17:53:46 -0500 (Fri, 19 Feb 2010) | 1 line
Changed paths:
M /source/gamelib/endian.h
A 16-bit integer byte-swapping function had an 8-bit integer as its return type. Fixed.
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r2711 | sumolx | 2010-02-18 17:11:55 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
Fixed dereferencing 'void *' pointer.
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r2710 | sumolx | 2010-02-18 16:39:14 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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r2709 | sumolx | 2010-02-18 16:33:00 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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February 24th, 2010, 18:15 Posted By: Shrygue
via Computer and Video Games
Red Steel 2's creative director has explained his decision not to include blood and dismemberment in the game, calling the choice a "controversial" one.
"For me it's not interesting. I don't care," Ubisoft Paris's hugely enthusiastic - and foul-mouthed - Jason Vandenberghe told CVG in our Red Steel 2 interview.
"It was quite controversial, all through Ubisoft people had strong opinions. The team like mature games so they were like 'why not? Why can't we do this?' My opinion was that I wanted to tell a story about a goodie. I wanted to play a game where I'm doing good, I'm cleaning up the world one bad guy at a time. That's my fantasy, that's my hero fantasy.
"When I picked up a sword it was never about I'm going to murder people by chopping them into pieces - that's just not my fantasy," he said. "I've played that game - I've shot the heads off civilians in Grand Theft Auto so again I'm not judging. But I wanted this to feel like those guys deserve it and I'm doing a good thing."
Vandenberghe also admitted that the choice not to include gore was a "convenient" one, as it helped Red Steel 2 achieve a lower age rating.
"I'm not going to say it's a bad marketing decision. It's a good marketing decision," he said. "You wouldn't believe me anyway if I said that wasn't part of the f***ing decision.
"I sat back, I looked at it and thought f*** it, I want to spend my engine technology on animation and a cool looking character rather than a whole system for decapitation because we have enough problems as it is and it fits my hero fantasy."
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February 21st, 2010, 23:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d9322f4ceae272
Master Sonic offers his own adaptation of fighting game Smash Bros. for the DS, "Smash Bros. Ultimate. So in single player mode you can choose between 9 figures and 7 different levels and can play against 3 opponents controlled by AI but you will see for yourself that the AI is very strong and reacts almost equally with all opponents now thus wasting a lot of fun game!
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February 21st, 2010, 23:08 Posted By: wraggster
News/release from podote
This is pretty simple.
has 5 songs so far... but will get more. here's the pack and go
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February 21st, 2010, 23:00 Posted By: wraggster
News/release from Mark-io
Proudly presenting my latest release: Discovery Memory Trainer. A simple yet addictive game based on the Memory card game. Features 200 different album covers to discover, with artists ranging from Abba to Zappa, all in glorious 16bit colour. Touch screen interface, Sound F/x and persistent high score table.
BTW: if you play this game a lot it does seem to improve your memory.
Or maybe just your ability to locate tiny little pictures on a handheld screen. Your mileage may vary, no refunds.
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February 21st, 2010, 22:57 Posted By: wraggster
Pate has posted some WIP News of his Dos Emulator for the DS:
Okay, during last week I got my PC issues solved, so that by Thursday I was back in business with coding DSx86. I had managed to get Commander Keen 4 to start, but the display was completely garbled as soon as it went into EGA mode. This weekend I concentrated my coding efforts to improving the EGA support enough to make CK4 running properly.
The first big issue was the initial two-way horizontally scrolling huge "COMMANDER KEEN" text at the very beginning of the game intro. I debugged the EGA register access the game uses, and noticed that it changes the EGA Offset register (which determines the number of bytes per screen row, with a normal value of 0x14) to 0x7C, which corresponds to 1984 pixels wide display! No wonder my fixed 320x200 display blitting code could not handle that. After I fixed the blitting code to properly handle that register, I got the scrolling text to display, but there were quite a bit of additional problems remaining. The vertically scrolling "An ID Software Production" text jumped around and left extra pixels around the screen. When starting the game, every second frame was completely garbled. The whole system hang when the StarWars-style scrolling text should have appeared, etc.
It took me pretty much the whole weekend to get most of these problems fixed. CK4 used a lot of various EGA tricks that I hadn't coded at all yet, for example:
Letting the EGA memory address wrap around to the start of the EGA 64K VRAM block when indexing beyond the end,
Using the EGA "Horizontal Pixel Panning" register to smooth-scroll the display horizontally by one pixel increments,
Using EGA "Write Mode #2" to to fill up to 8 neighbouring pixels with the same color using a single XCHG opcode,
Using EGA "Function Select" register to XOR the data onto the screen, again with the XCHG opcode.
All these are standard EGA/VGA features which I would have needed to add at some point in any case, so CK4 was a pretty good testbench for these somewhat advanced EGA features.
However, when I tested the version of DSx86 that runs CK4 fine, I noticed that none of the EGA games that ran on 0.04 version run any more! This is why I can not release this version yet, I'll need to check which of my changes broke some earlier working code.
It'll probably take me all of next week to make sure the new EGA code works properly, and I also need to fix more of the issues in the log files I have received (thanks again for those!). I hope to have version 0.05 available during the next weekend, unless something unexpected happens (again).
http://dsx86.patrickaalto.com/DSblog.html
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February 21st, 2010, 22:47 Posted By: wraggster
The Codemii Team have released a new version of the Homebrew Browser for the Wii:
21 February 2010 (v0.3.8)
Speed improvement when parsing homebrew list
Added .ogg music support
Added ability to disable mounting USB devices
Added timeout for Homebrew List download
Fixed bug when updating apps or HBB the meta.xml file was corrupted
Fixed bug when reverting to HBB repo it would sometimes fails
Fixed bug when updating installed apps didn’t work when installed apps are hidden
The Homebrew Browser has been upgraded to v0.3.8. This version includes a few bug fixes, with the ability to play OGG files. Also you should notice some improvement when HBB starts up and it parses the homebrew list. Another very small improvement too (not listed) is when changing categories it should be a little quicker when all the icons are loaded.
Another thing to mention is that the Homebrew Browser Guide, which has been updated showing things more clearly and it has some common problems answered. It will be included with the HBB download from now on.
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February 21st, 2010, 21:59 Posted By: wraggster
Rumors of a new DS make this kind of news a little juicier: Nintendo at the end of last month filed an addendum to a 2005 patent that describes a vibration feedback system, this time coming through the stylus.
There's a lot of "vibrating said vibrator in a vibration pattern"-type speak in the filing, spotted by Broke My Controller (you may read the full document here.) But the crux of the matter is that players would press the stylus into the DS' touch screen, attacking an enemy character, for example, and then feedback would come from the device itself, being felt through the stylus. The amount of feedback is calibrated to in-game events - strong or more successful attacks produce more, weak or unsuccessful ones produce less.
Of course this wouldn't make the first time Nintendo has looked to add vibration functionality through its handheld. There was the Rumble Pak expansion of 2005, which was poorly received and supported by about 40 or so games. It's also incompatible with the DSi.
http://kotaku.com/5476399/patent-fil...through-stylus
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February 21st, 2010, 21:55 Posted By: wraggster
We've seen the hacker-friendly, Bluetooth-based Wiimote used for so many purposes by now that it's hard to get excited about just any amalgamation of accelerometer-based fun. Patrick Flanagan's 'Jazari' project breaks past the yawn factor with a veritable museum's worth of robotic instruments, which are all controlled from a pair of Wiimotes and some rather intelligent software. It all seems a little too complicated to be live-controlled, but as Patrick himself explains in true music nerd detail, there's pretty much a button or a twist or a tilt behind every bit of the wild djembe, bongo and cowbell stylings that make up Jazari's "steamfunk" (his term) music.
http://www.engadget.com/2010/02/20/w...us-back-to-ou/
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February 21st, 2010, 00:02 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2680
dimok releases new version of its project called WiiXplorer. LibwiiGui using this program offers many features and a neat design (made by Neorama).
Features:
- Copy / move / delete files / folders 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:
- Updated language files
- Changing the FTP button in the taskbar
- Fixed display text files in UTF-8 text editor
- Added closing the FTP client to close the connection
- Removed duplicate file meta.xml
- Adding an FTP client (no writing yet).
- Ability to copy / move / modify / delete multiple items at once.
- Various bug fixes
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February 20th, 2010, 23:53 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11407&f=19
Rodrigo Roman offers version 1.0 of its remake of the excellent game platforms 2D Knytt Stories for the DS, "Knytt Stories DS. At the same time an additional pack with a new story created by Niffle is available.
Knytt Stories is a freeware platform game made by Nicklas 'Niffle' Nygren (http://nifflas.ni2.se/). The Game include several short levels ( 'stories'), and there are many new stories created by the community that anyone can play.
As a tribute to this great game, we have developed a (free) DS version of it - Knytt Stories DS.
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February 20th, 2010, 23:44 Posted By: wraggster
Ant512 has released a new version of Woopsi for the DS:
Version 0.45 is now available:
http://www.sourceforge.net/projects/woopsi
This version includes TrueType font support via wrappers around the open-source FreeType library. Coupled with the unicode support added in the last release, this means that it is now possible to develop GUIs with characters outside of the standard ASCII set. Many thank to Lakedaemon for his work with both unicode and FreeType.
Instructions for installing the bundled FreeType library are included in the "Installation.txt" file in the source archive.
The release includes a number of API improvements. Wiring up the keyboard gadget to a textbox is now very simple. In fact, double-clicking a textbox now automatically shuffles the touchscreen display into the top display and opens a keyboard on the touchscreen. Closing it shuffles everything back to how it was.
The various click(), release(), etc, methods that needed to be overridden when creating new UI gadgets have been replaced with simpler alternatives, called onClick(), onRelease(), and so on. The shift-click system (in which the shoulder buttons work as modifier keys to enable right-click style functionality and a context-sensitive menu) has been greatly simplified.
The drawing API has similarly been simplified, and all drawing - whether done to a bitmap or a gadget - can now take advantage of the clipping system.
There are more improvements, bugfixes, tests and examples, which are detailed in the changelog below.
Fixes:
- Fixed error when subclassing MultiLineTextBox.
- Fixed keyboard secondary repeat timer - now uses correct time.
- Delete key deletes character in front of cursor in MultiLineTextBox, not character at end of text.
- Moved raiseScrollEvent() out of ScrollingPanel and into GadgetEventHandlerList.
- Removed parameters from GadgetEventHandlerList::raiseActionEvent().
- Renamed Gadget::setDragging() to Gadget::startDragging().
- Decorations cannot receive focus.
- Increased accuracy of slider calculations from 8-bit fractions to 16-bit fractions.
- Requester resize implemented.
- Alert resize implemented.
- FileRequester resize implemented.
- Made various Gadget method non-virtual to prevent overriding.
- Gadget::resize() limits to parent dimensions correctly.
- Window drags correctly if it belongs to a gadget other than the screen.
- MultiLineTextBox resizing works correctly.
- Moved skins and bitmaploader examples and the bonus folder to a new
"extras" top-level repository. They will no longer be included in the main distro.
- Moved documentation folder into new extras directory.
- Fixed FileListBox resizing and initial child gadget dimensions.
- Removed Gadget::clear().
- Removed Gadget::clear(clipRect).
- Removed Gadget::newInternalGraphicsPort(isForeground).
- GraphicsPort no longer tries to delete null pointer if clipRect is not initialised.
- Replaced Gadget::draw(rect) with Gadget::drawContents(port) and Gadget::drawBorder(port).
- Fixed WoopsiString::remove(start, length).
- Removed AmigaWindow::getBorderSize().
- Removed Screen::getBorderSize().
- Removed TextBox::getBorderSize().
- Made Gadget::getClientRect() non-virtual.
- Gadget::getClientRect() uses new GadgetBorderSize struct to calculate size of client rect.
- Removed Screen::getTitleHeight().
- Removed AmigaWindow::getTitleHeight().
- AnimButton, BitmapButton, CycleButton, ContextMenu, ListBox, RadioButtonGroup, Label and Calendar use new GadgetBorderSize struct to calculate preferred dimensions.
- Removed Gadget::getBackgroundRegions().
- Removed redundant style initialisation from Woopsi class.
- Swapped Gadget::_style from pointer instantiation to standard instantiation.
- Removed Woopsi::closeChild(), shelveChild(), release(), drag(), click(), shiftClick() and shelve().
- Made Gadget::closeChild(), shelveChild(), release(), drag(), click() and shiftClick() non-virtual.
- Renamed Woopsi::click() to handleClick().
- Renamed Woopsi::shiftClick() to handleShiftClick().
- Tidied up Gadget::shelve() and Gadget::shelveChild().
- Refactored various methods in Gadget class to use guards instead of nested if statements.
- Gadget::closeChild() and Gadget::shelveChild() no longer cause focus to jump around if the child does not have focus.
- Gadget::click(), Gadget::shiftClick() and Gadget::doubleClick() only respond to clicks that occur within portions of themselves that are not obscured by gadgets higher in the hierarchy than their children (prevents
context menus bleeding through from a lower screen/window to a higher screen/window).
- Refactored Woopsi::handleKeys() into handleKeys() and handleKey().
- Removed _padding variable from Label, Requester, FileRequester, Alert and MultiLineTextBox classes; switched to using border sizes instead.
- Tidied up CycleButton, BitmapButton, AnimButton, Button and TextBox drawing methods.
- WoopsiKeyboard no longer inherits from AmigaWindow for greater flexibility.
- Added two blank screens to Woopsi gadget to ensure that background always draws correctly.
- Increased scrollbar width in ScrollingTextBox and ScrollingListBox.
- Increased minimum size of slider grips.
- Removed GraphicsPort::clear().
- GraphicsPort does not query Gadget for its x/y co-ordinates.
- GraphicsPort does not query Gadget for its enabled/disabled state.
- Removed GraphicsPort::drawBevelledRect() method that relied on gadget state.
- Removed Gadget::OutlineType enum and related usage.
- Removed drawing from Woopsi::eraseRect() - new background screens make it unnecessary.
- Removed drawing from Woopsi entirely for same reason.
- Deleted GraphicsUnclipped class.
- GraphicsPort is a wrapper around a Graphics object instead of a subclass.
- GraphicsPort drawing commands all accept values which are relative to itself.
- GraphicsPort::getClipRect() returns a rect relative to the GraphicsPort.
- Screen:nDrag() uses woopsiApplication's GraphicsPort instead of its own.
- MultiLineTextBox rendering problems when padding (now bordersize) greater than 2 fixed.
- MultiLineTextBox top vertical alignment works correctly.
New Features:
- Added goToParent() and goToRoot() to FilePath class.
- Added FreeType support.
- Added FreeType to template makefile.
- Added keyboard_textbox example.
- TextBox inherits from KeyboardEventHandler, so it can be connected directly to a keyboard object without the need for an intermediary.
- Added fire example.
- MultiLineTextBox inherits from KeyboardEventHandler, so it can be connected directly to a keyboard object without the need for an intermediary.
- Added TextBox::removeText() methods.
- GadgetEventHandlerList::raiseScrollEvent() receives distance scrolled as parameters.
- Added stub methods to remove the need to override critical Woopsi methods:
- onClick()
- onRelease()
- onReleaseOutside()
- onDoubleClick()
- onShiftClick()
- onDrag()
- onDragStart()
- onDragStop()
- onKeyPress()
- onKeyRepeat()
- onKeyRelease()
- onFocus()
- onBlur()
- onLidOpen()
- onLidClose()
- onEnable()
- onDisable()
- onResize()
- Swapped to using stub overrides in all gadgets.
- Added ListBox::isDoubleClick().
- Removed setDragging() from Gadget::click(); should be called by onClick() in subclasses if required.
- Added canReceiveFocus flag to Gadget::Flags struct.
- Added canReceiveFocus() method to Gadget class.
- Split Gadget::release() into release() and stopDragging() methods.
- Added AmigaWindow::resizeTitleBarToFit().
- Added Gadget::getGlyphFont() and Gadget::setGlyphFont().
- Added AmigaWindow::redrawBorder().
- Expanded ScrollingTextBox functionality to match MultiLineTextBox.
- Removed shiftClickChildren concept from Gadget class; shift clicks are only captured by a gadget if it defines any context menu items, so clicks automatically get directed to the most relevant gadget.
- Added alert test.
- Added requester test.
- Added filerequester test.
- Added freetype example.
- Added GadgetBorderSize struct to contain sizes of the four borders around a gadget.
- Added Gadget::checkCollisionWithForegroundRects().
- Added XOR drawing routines that accept a colour to XOR against.
- Added WoopsiKeyboardScreen.
- Double-clicking a textbox gadget causes the WoopsiKeyboardScreen to pop into the bottom display.
- TextBox only draws cursor when it has focus.
- TextBox redraws when it loses focus.
- Added Gadget::setBorderSize().
- Added WoopsiKey::setStuckDown() to control border type.
- Added CalendarDayButton gadget.
- Graphics class implements clipping and no longer inherits from GraphicsUnclipped.
- Added cliprect to the bitmapdrawing demo.
- Graphics class includes scroll() and drawBevelledRect() methods.
- Graphics::floodFill() is clipped.
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February 20th, 2010, 22:24 Posted By: wraggster
OpenTyrianWii 1.6 released by Molokai
A Port of the birds-eye shoot-em-up shooter OpenTyrian to Wii.
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
Changelog
1.6 - 19 February 2010
USB support added for loading and saving OpenTyrian data files (make sure all files in /popkey and /tyrian subdirectories are in place; tyrian.sav, tyrian.cfg and joystick.conf are optional).
Several background code optimizations not yet reflecting in game performance.
OSK bugfix: "9" now works on both name input screens.
Bugfix for "Low" detail text display in Pause menu.
Default detail level set to "Pentium"
Wild detail mode enabled in Pause menu detail selection.
Fix for default HAT assignments (used to assign all directions to HAT-left).
Joystick configuration menu completely reworked (details in Joystick Config):
Now displays name of joystick at top instead of number.
Also displays button names instead of numbers now.
Finally, DPAD directions dynamically displayed based on whether Classic is plugged in or not.
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February 20th, 2010, 22:14 Posted By: wraggster
News via http://www.retroactionmagazine.com/
The February, 2010, Volume 4 Issue 2, of NintendoAge is now available to download. The monthly e-Zine covers everything Nintendo and the PDF can be downloaded for free (following a quick registration, if you aren't already). The e-zine has undergone a re-design this issue, with new layout artist Aquanistic (Alex) joining the NintendoAge team, so pop into the NintendoAge forums to let them know your thoughts on the new look.
This month's content includes:
Challenging the World: Vintage Nintendo Championships
Adventures of Kaz: The Lolo artist speaks!
Personal Arcades: A beginner's guide
A guide to collecting for the smallest Nintendo system library, Virtual Boy
The alternate faces of imported NES games
Weblink: http://www.nintendoage.com/
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February 20th, 2010, 21:42 Posted By: wraggster
Newly released today:
features
Improved professional-grade music tool software for the Nintendo DSi/DS at a greater cost performance value than the original KORG DS-10
Optimized for the Nintendo DSi for 12-voice polyphony and to double the power of the original KORG DS-10: 4 analog synthesizer tracks and 8 dedicated drum tracks, increasing the total number of individual tracks from 6 to 12 (feature not available when used on regular DS)
SONG mode revamped for expanded song composition capabilities and real-time performance. Per track MUTE/SOLO built into the SONG mode, and EDIT/PLAY enabled for all modes within the SONG mode to further improve real-time performance (compatible with both Nintendo DSi/DS)
Exchange sounds and songs and play with up to eight units simultaneously through a wireless communications link
Delay, chorus, and flanger sound effects available from the mixing board
Three different note-entry modes: Touch Screen control, keyboard screen, and matrix screen
description
The sound sources in the KORG DS-10 Plus come from KORG - one of the world's top musical instrument producers - and no effort was spared in creating these ultra-high-quality sounds. The Nintendo DSi/DS Touch Screen controls are used to the fullest to provide unsurpassed feel and operability. This innovative musical tool is perfect for aspiring musicians and professionals alike. In addition to the four analog synth simulators and drum module, a 12-track/16-step sequencer enables precise control and provides a wide range of musical possibilities (only two analog synthesizers and six tracks available when used with regular Nintendo DS). Up to eight units can be connected and played together through a wireless link for a jam session or to exchange songs. This and other features make the Nintendo DSi/DS and KORG DS-10 Plus almost limitless in their application – improved portable music creation performance at an unparalleled value.
http://www.play-asia.com/SOap-23-83-...j-70-3kr6.html
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February 20th, 2010, 21:38 Posted By: wraggster
Newly released today:
features
Multiplayer Collaborative Play via local wireless
description
The same addictive game play of exploration and customization, which has captivated over 3 million registered users to the online game, has been optimized for the DS. All commands are executed with the Touch Screen, with melee attacks performed with a slash of the stylus, and magic spells are cast by circling or tapping on the target.
http://www.play-asia.com/SOap-23-83-...j-70-3inz.html
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