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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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February 8th, 2010, 23:47 Posted By: wraggster
News via http://www.wii-addict.fr/forum/MPlay...64-t18516.html
scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.
This is a beta version which may contain many bugs.
This new drive can read files from:
SD-HC
USB
Video & DVD DATA DVD
Samba SMB (manager partarge file)
RADIO
QUOTE
r564
- Added a definition advanced EFB Hack
- Full support of the Anti-Aliasing framebuffer
- Removal of cropping images
- Functionality af_wiilight Moved to ao_gekko
- Libdvdcss is now cached Clées
- Cleaning the code
R563
- Added volume control hardware via the AVE-RVL
- Added a converter sampling frequency 32 KHz -> 48 KHz
- Added support for IPL.DH in SYSCONF
- Fixed unreliable getch2-Gekko and minor changes in behavior
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February 8th, 2010, 21:55 Posted By: wraggster
Newly released today:
features
Compete with friends and family in the first ever multiplayer Bookworm
Spell words to build your 18-room library and unlock 20 themed book collections
Track your progress with in-depth stats and charts, and watch your wordy wonders make Lex’s brain bigger with the “Lex-Ray”
Flex your lexicon in three game modes – Classic, Action and Multiplayer
description
Spell F-U-N on the run in an all-new Bookworm for the Nintendo DS! Have an appetite for words? Then join Lex the Bookworm in PopCap’s hit word-puzzle game for the Nintendo DS®. Link letter tiles left, right, up and down to spell words to keep Lex sated and unearth a vast library. Spell words to fill your bookshelves, unlock 20 themed folios, and build out 18 unique library rooms. Boost your score using Word of the Day and bonus words. But watch out for burning letters — they could spell disaster for you and Lex!
http://www.play-asia.com/SOap-23-83-...j-70-3na1.html
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February 8th, 2010, 21:53 Posted By: wraggster
Newly released today:
features
Explore an in-game world where the more you step, the richer your world becomes. Discover new places and goodies every day!
The only fitness-focused game that keeps you in the game with great music! Move to the beat of 120 songs, including 20 favorite licensed tracks
Get a visual feel for how well you're doing through charts and graphs that show burned calories, distance traveled, steps taken and more!
Play with the peripheral of your choice! Accepts input from the DanceDanceRevolution Wii Controller, Wii Remote and Nunchuk or Wii Balance Board
description
Experience a revolutionary and unique workout where walking to the beat of 120 music track great music unlocks an exciting in-game world. Keep movin' to the beat of all your favorite in-game tracks as you extend your workout in bonus minigames. Compatible with the Wii Balance Board and the Wii DanceDanceRevolution Controller, Walk It Out will have you groovin' your way to a healthier you!
http://www.play-asia.com/SOap-23-83-...j-70-3ie8.html
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February 8th, 2010, 21:50 Posted By: wraggster
Newly released today:
features
Clear structured series of moves
Quick results
Training and Competition
Multiplayer mode
description
Train and master the game of chess with the greatest of ease on your Nintendo DS™ with Learn Chess™.
Learn the rules, tactics and strategies of Chess through different exercises. All the game modes are accessible right from the start allowing experienced players to test their skills immediately.
http://www.play-asia.com/SOap-23-83-...j-70-39dy.html
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February 8th, 2010, 21:49 Posted By: wraggster
Newly released today:
features
*This game works only on Nintendo DSi!*
Perfect your hair and make-up techniques with over 15,000 combinations to use!
The 1st Nintendo DSi game to use Automatic Face Recognition – position your face correctly and the game will automatically take your picture
Learn how to cut, color and style hair while perfecting your make up style and technique
Participate in contests to win awards and increase your ranking within the salon world
description
Become the ultimate hair and make-up stylist by running your very own salon. You’ll need to master the art of hair-styling, make-up... and above all, keeping your customers happy!
http://www.play-asia.com/SOap-23-83-...j-70-3mr3.html
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February 8th, 2010, 21:41 Posted By: wraggster
There's no question: retail has a serious lack of Wii, once again. Yes, this is 2010, but you wouldn't be wrong in thinking it feels more like 2008. Following up on several tips over the past month about online and retail Wii "shortages," the best we can discover is that supply is still coming in to retailers, but that demand is exceeding it -- it's that same old Wii song we've heard for years.
"We're still getting [Wii] in, but it's just slow. We've tried getting more from other stores in our district, but we're just selling out too fast," a Best Buy employee told Joystiq. One GameStop manager claimed this supply issue happens every year after Christmas and estimated things will get better in mid-February. Other retailers echoed: supply is still coming in, but selling out fast. Online stores, like Amazon and NewEgg, aren't faring any better.
We've requested comment from Nintendo a couple times on this issue, however the House of Mario is staying mum. We've also requested official comment from all the major retailers, but have not received a response. If you know someone looking for a Wii, the best we can do is repeat the same advice we've been giving for years: just keep calling your local retailer about when they'll receive more stock.
http://www.joystiq.com/2010/02/08/re...slowed-supply/
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February 8th, 2010, 18:51 Posted By: wraggster
Legendary developer is also working on a brand new Wii MotionPlus title
The Wii HD, Wii 2, DS2, the return of the Game Boy, perhaps a new Virtual Boy (or perhaps not) – the possibilities are numerous, but we now know for a fact that Nintendo IS working on new hardware.
The news comes from none other than acclaimed Nintendo games designer Shigeru Miyamoto who was speaking at the 13th Annual Japan Media Arts Festival on Saturday, Andriasang reports.
The developer offered no additional details, though he did confirm that he is once again back at work designing new games – this time he’s developing a brand new MotionPlus title for the Wii.
http://www.mcvuk.com/news/37476/Miya...tendo-hardware
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February 8th, 2010, 18:50 Posted By: wraggster
Publisher THQ has announced a brand new Wii title that is in development and due for release this spring – All Star Karate. The game is an extension to THQ’s existing ‘All Star’ IP, the first release of which was All Star Cheer Squad, a 2008 title concerning cheerleading.
All Star Karate will also offer optional support for the Wii MotionPlus, the use of which will apparently allow for “a true full-body experience”. Players can also choose to play with just the standard controller and nunchuck, or two WiiRemotes.
“In All Star Karate, players will follow the life of a young, martial arts novice whose noble attempt to save an elderly man from a pack of ninjas brings him face-to-face with a true karate master,” the press release reads.
“The sensei, a cantankerous old-timer, offers his services and teaches his new protégé the proper techniques and disciplines of karate and guides him toward achieving the black belt.”
http://www.casualgaming.biz/news/297...ll-Star-Karate
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February 8th, 2010, 12:53 Posted By: wraggster
Shigeru Miyamoto has revealed that he is developing a new Wii game that will use MotionPlus.
Speaking at the 13th Annual Japan Media Arts Festival where he received a Special Achievement Award, Miyamoto is reported to have told the audience that he is working on a new motion based game.
So far the only Nintendo game that uses MotionPlus is Wii Sports Resort, although Miyamoto is also working with Eiji Aonuma on the forthcoming Legend Of Zelda Wii game which, as reported last month, will only work with the accessory.
In the same speech, Miyamoto confirmed that Nintendo is developing new hardware and he also revealed that Super Mario Galaxy was inspired by a hamster. Amazing.
http://www.computerandvideogames.com...VG-General-RSS
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February 7th, 2010, 21:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...b42618215615ab
thatotherdev offers version 1.0 of its game platforms "Time Frack 2D"Also available on PC and GP2X.
I know it took a lot longer then it should have for such a small update but here it is. I added characters and enemy and you and them can both be pushed around and they disappear if you shoot them. The Wii version and now the PC version also scale up both visually The Game nearest neighbor style the same way that Revolt of the Binary Couriers did well the GP2X version still uses the original 320 × 240 image untouched since that is what the screen resolution systems is anyways. Aside from that its the same.
Controls for PC and GP2X are the same as before and for you hold the Wii controller sideways (NES style) and use the d-pad to move side to side, the 2 button to jump, the one button to shoot and the plus and minus buttons to speed up and slow down time.
I'm not sure when I'm going to work on this again. It is something that I really want to make but I think I'm going to focus on They Do Not Die for now. I know I'ma horrible person and I never end up working on the shit that I say I'm going to do and I should finish this game and blah blah blah but hey that also means that I might end up switching back to working on this sooner then I plan to Which is kinda a good thing right?
http://thatotherdev.wordpress.com/20...hardly-a-game/
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February 7th, 2010, 21:22 Posted By: wraggster
News/release from http://dsgamemaker.com/forum/viewtopic.php?f=28&t=3682
A project Ive been working on for a while, has finally bourne its v1.00 title and thus has been released. (I use down to 0.01 increments in advancing the version; its been through a lot).
Like it says on the tin - it IS a rock paper scissors game, but; with custom pixel-art graphics and synthesised tunes, unlockable trophies, and a graphical display system for your progress in recent plays (that saves how you've been doing and gives you feedback on it) -- in general, its quite an aesthetically pleasing game. Kill the boredom and kick back with some good old rock, paper, scissors with my own characters and style.
Enjoy!
-- Metatarsals
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February 7th, 2010, 21:17 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
Since my main development PC is somewhat broken, I installed the latest devkitARM on my laptop. I have been using the same old devkitARM version for DSx86 development since I started the project (as I hadn't dared to upgrade in case DSx86 stops working), but I had only a couple of very minor issues when compiling DSx86 with the latest development kit (r27). Also, it seems that the disk access (SD card access, actually) using libFAT is much faster in this version than in the old version I had been using, so the 0.05 version of DSx86 should load games faster than before.
My laptop is quite old and not very ergonomical to work on, so I didn't spend as much time coding DSx86 as I usually do on weekends. I concentrated my efforts on finding a couple of problems in the old Sopwith 1 CGA game. I had noticed that it does not go to graphics mode at all on DSx86, so I debugged it in DOSBox in trying to find out what method it uses to go to graphics mode. Turns out it uses IRET opcode to call the BIOS INT 10h address! I hadn't coded any support for such a weird calling method, I only checked the INT and JMP opcodes to determine if the address is in the reserved area in the BIOS where all the emulated interrupt handlers of DSx86 are.
This problem made me realize that my current method of trapping the interrupt addresses is not very robust, so I changed the method completely, now I use the undocumented opcode 0xD6 (SETALC) as a flag to mark a software interrupt entry. If the CS:IP is between F000:0000 and F000:00FF when this opcode 0xD6 is handled, it means an entry into an emulated software interrupt, else the opcode behaves like SETALC opcode normally does. This method is quite similar to how DOSBox handles the software interrupts, except that DOSBox uses the unassigned modrm bytes of opcode 0xFE to flag software interrupt entries. Having a single-byte opcode as a flag suited the DSx86 architecture better.
After that fix the game went into CGA graphics mode fine, but there was still a problem with a REP MOVSB command it used to draw the land. I noticed it used segment address B900 instead of the CGA graphics memory start address B800 to move the data, and this made me realize that I had a problem in the way I handle the graphics memory addressing. I assumed (stupidly) that the segment register always points to the start of the graphics memory and the actual location is determined solely by the index register (SI, DI or BX). Of course this does not need to be the case, so I had to fix all my CGA memory addressing so that it is based on the correct physical "segment*16+offset" address. I believe I still have this same problem in the other graphics modes besides CGA, so this I need to fix before releasing version 0.05. Anyways, after those fixes Sopwith 1 runs on DSx86, however the game does not seem to have any adjustment for the speed of the PC, so it runs really fast and is pretty much unplayable, same as in DOSBox. I don't think that is much of a problem, though, as there is a Nintendo DS version of the game.
I also went through a couple of the log files I have received from 0.04 (thanks for those!) and fixed the easy issues. I noticed a couple of unsupported graphics opcodes in the logs where I could not determine which graphics mode this happened in, so I need to add a current graphics mode indicator to the log information for the next version. Most of the issues in the latest log files are not fixed yet, though, so this work I'll continue during the next week, while waiting for the new parts to arrive for my development PC.
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February 7th, 2010, 21:11 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...07-t18491.html
Updating rev107 in the file explorer on the Wii made by dimok and r-win.
Forwarder v3 always available
You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.
QUOTE
R107
- Code tidying and fixes
- Removed all compile warnings
- Improved memory usage of libtiff
- Improved memory usage and copying of files loading up
- Made a little speed up due to that for copying
- Added forgotten loop mode for background music
- Added the AutoConnect setting back to the Settings Because for connecting LAN seems to cause a crash (You need to turn it on you first start)
- Added missing translations in some places
- Proper use of ogglib (vorbisidec) no more tremor (thx to Tantric)
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February 7th, 2010, 02:01 Posted By: wraggster
Updated release from Lino:
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.
06 February 2010 - fb4nds 1.0 Finale Version
First release for this homebrew. More fixes and changes. Finaly the chats working well.
If you have the expansion ram like 3in1 you can view your friends's avatar.
http://fb4nds.beedoo.org/index.html
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February 7th, 2010, 01:54 Posted By: wraggster
CustomizeMii 2.2 released by Leathl
CustomizeMii is a custom channel creator for the Wii.
The .NET Framework 2.0 is required to run this application!
A mono version is available which runs under Linux / Mac OS X (Requires the mono framework to be installed!)
Changelog
Version 2.2
Fixed some bugs with the preview window
Fixed Complex Forwarder in combination with Waninkoko's NAND Loader
Fixed saving of base WADs
Fixed saving of WAD after sending it to the Wii
Fixed CMP TPL code (thanks pbsds)
Added conversion to IA8 (thanks pbsds), IA4, I8 and I4
Fixed conversion from IA8 and I4
Fixed some general TPL bugs (format detection, ...)
Added additional paths to the Complex Forwarder (max. 16)
http://wiibrew.org/wiki/CustomizeMii
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