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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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January 31st, 2010, 23:47 Posted By: wraggster
News from uaiti
Few months ago I posted on this forum about the Drummer, a networked MIDI interface which enables multiple Nintendo DS to connect together to computer on which is running a Digital Audio Workstation (DAW), such as Logic or Garageband. The idea was to have a collaborative musical instrument different from the usual table-based-interface collaborative paradigm, merging the benefit of collaboration with the need of mobility (on a stage for example). Users, using the Nintendo DS client can customize, play and record drums together. The Drummer was initially presented at the NIME 2009 (New Interfaces for Musical Expression Conference, in Carnegie Mellon).
The product of those efforts resulted in the Drummer software, made using also the PALib. Since then, it got quite a bit of popularity over the internet, in Digital Music forums such as Create Digital Music.
We are releasing these days the second and simplified version of the software, named Drummer Lite. The improvement of this version over the previous one is that there is no need anymore to have a DAW installed on a computer in order to play the Drummer with your friends: simple wav files (which can be changed by the users) are played, having no need to use a synthesizer to generate sound anymore.
The Drummer Lite, as well as the Drummer, is free, completely open source, for Mac and Windows. Instructions and video tutorial can be found on the Drummer Lite's website: http://drummer.alsoplantsfly.com.
Any feedback is highly appreciated. If you find any good use for the Drummer, we would love to hear from you.
Thanks a lot and enjoy it!
Best,
Andrea Bianchi
http://drummer.alsoplantsfly.com
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January 31st, 2010, 23:32 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dop-I...13-t18357.html
Dop-MOD IOS is a homebrew developed by Arikado, and SifJar Lunatik which enables IOS to install and apply a patch to exploit the flaw and trucha of the System menu of all regions and versions and chains, to reintroduce the Trucha flaw in IOS as TBR, a report of émmettre syscheck , delete the IOS stub and get info on his boot2.
In contrast to DOP-IOS MarcThis mod allows you to choose which IOS sales person you want to install other.
QUOTE
v11.4
SysCheck Fix: NAND Permission check was supposed to replace Boot2 Check, however it was accidently missed in the final build.
v11.3
- Fixed syscheck report showed that "Disable" on certain IOS even if they were so patched.
- Fixed a memory leak.
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January 31st, 2010, 23:29 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...03-t18338.html
Updating rev103 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
* R103
- Added question for a reboot after updating the app (starting with next update from next)
- Fixed NTFS access. Several bugs in the libntfs for Wii are fixed now. You have full read / write / delete / rename access without anything going wrong or breaking your score now.
- Added the modified libntfs to the source
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January 31st, 2010, 23:26 Posted By: wraggster
Syobon Action for Wii released by Scognito.
Syobon action Wii (original title しょぼんのアクション) is a 2D Japanese freeware video game notoriously known as a parody of the Nintendo classic game Super Mario Bros. but with extremely difficult levels (Wikipedia).
The game is available for Windows with source code too, so I wanted to port it over the Wii since New Super Mario Bros was too easy to play for me
http://wiibrew.org/wiki/Syobon_action_wii
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January 31st, 2010, 22:22 Posted By: wraggster
WakeMiiUp 0.6 released by Superyoshi
http://wiibrew.org/wiki/User:Superyoshi/WakeMiiUp
WakeMiiUp is a Homebrew Application from Superyoshi. It is a alarm app just like Alarmii, but this app also aims to have more functions. It's most important feature is, that you don't need the TV to be on.
Does your TV make a buzzing noise, so you can't sleep? Switch the TV off and get waked up by light! Watching a movie on TV, but you want to be noticed when you gotta go to school? The light will tell you!
Changelog
0.6
First public release.
- Fixed bug found by Tigeryoshi: If you set the alarm time to the saysterm time, it would automatically skip to the Alarm Step without pressing A.
- Fixed 1px gap in time display
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January 31st, 2010, 00:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11288&f=19
Suidoken77 proposes a new beta version of its adaptation of the Action / Strategy "Plants vs. Zombies".
google translation wrote:
The changes are as follows:
"A new type of plant.
"A new type of zombie.
"Another aspect that improved graphics.
"A third level can not (really, I have been through, will be amended in the future).
A system for selecting plants at the first level:
It goes like this, before starting a menu with four stations that are now available (there will be more later, of course). The thing to do is drag a plant with arrow markers to assign the arrow on the concrete floor. If you're wrong, just back to playing the brand and the changes will be canceled.
http://www.elotrolado.net/hilo_plant...w_1286804_s120
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January 30th, 2010, 23:59 Posted By: wraggster
Neoflash have released the software for the soon to be released Snes Flash Cart and the already released N64 Cart, heres the release details:
The MD/N64/SNES Myth flash cart PC programmer V2.99 [Jan.30 2010]
* Finish the SFC/SNES function 100%
* Support multi SFC/SNES games, and select game on TV
* Support all SFC/SNES save type
* Support all SFC/SNES games (of cause, some special games need the DSP game cart support)
* Use use any SFC/SNES cart to boot
* Support action replay function (but the GUI not ready yet)
* Support backup/restore save data to PC
* Fix the 256M PSRAM support for N64 games
download:
http://www.neoflash.com/download/NEO...tup_100129.rar
http://www.neoflash.com/forum/index....ic,5983.0.html
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January 30th, 2010, 23:44 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...02-t18338.html
Updating rev102 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
* R102
- Removed selection of PowerOff Button on startup
- Code beatifying all lineend by changing from Windows to Unix \ n Standard
- Added uses of images for libGDA Which now supports more image formats and is very stable. Also removed all unneeded image libs (including PNGU).
- All ImageFormat now supported: JPEG/BMP/TGA/PNG/TIFF/GD/GD2
The images can now be loaded in any resolution as long as they fit into the Wii's memory.
* R101
- Fixed exchange of DVD being remounted
- Moved DVD mount to mount only when the DVD Icon is clicked when devicemenu is not loaded
- Fixed D-PAD after scroll
- Fixed Properties on RightClickMenu being off screen
- Pictures Made up fullscreen at startup when they are over the size for better SlideShow
- Some more minor bugfixes
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January 30th, 2010, 23:42 Posted By: wraggster
News via http://www.wii-addict.fr/forum/LuaFW...02-t18335.html
LuaFWii v5.1.4 MODv0.2 is a homebrew develops by the_marioga, it is a port of luaplayer for the Wii. It is a LUA file player.
The LUA is a programming language that does not need to be compiled to be run.
QUOTE ( "Update v0.2)
Improved code for faster and less error
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January 30th, 2010, 23:40 Posted By: wraggster
Dop-IOS MOD updated to v11.1 by Arikado and Lunatik.
Dop-IOS MOD is a modification of the application Dop-IOS that allows you to choose which IOS you would like to use to install other IOSs (with the trucha bug if you like), channels, and system menus. It also allows you to install a patched IOS 36 to use to install fakesigned content if you don't have any other usable IOSs like Trucha Bug Restorer does.
v11.2
FIX: The shopping channel's revision was getting set to 0 which was causing the shop channel to think it needed to be upgraded when it was in fact installing the latest version.
v11.1
Hopefully fixed Core Dump issue when running IOS36 (r3351) w/Fakesign Installer.
Hopefully fixed Core Dump issue when running cIOS249 r17
Fixed SysCheck csv output.
Fixed problem where when network couldn't initialize it would go into an infinite loop.
http://wiibrew.org/wiki/Dop-IOS/Dop-IOS_MOD
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January 30th, 2010, 21:32 Posted By: wraggster
Its been five years. Time for an update.
From the release notes:
New
All log, usage, and dump files are saved to the Log subdirectory (user configurable)
Hotkeys for Run, NextOp, StepInto, StepOver, StepOut, and SkipOp
All hotkeys are user configurable (hotkey page 5)
APU and SA1 now obey TraceOnce and Split
SA1 breaks up code blocks and obeys Squelch.
SRAM viewable in Hex Editor
Register editing
Changed
GSD has been integrated into the system changes the 1.51 base uses. This includes directory structures, config files, and other changes.
SkipOp no longer reprints the previous line if its the same one being skipped.
DMA trace now prints length in hex
Breakpoint addresses and the PC register will accept up to eight characters and will filter out common address notation
Fixed
Merging usage files caused a crash due to incorrect array sizes
Execution breakpoints work for alternate RAM addresses (7E vs 00)
Usage maps were saved even if Auto Usage was off
Wrong bank for Opcode 4C (JMP)
Write breakpoints in PPU operations caused data errors (which frequently caused code to take branches it otherwise wouldn’t)
Tab stops in breakpoint window
This version is based on the 1.51 codebase. (Because I apparently live in a cave and didn’t know 1.52 had been released.)
http://www.romhacking.net/forum/inde...pic,10253.html
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January 30th, 2010, 21:14 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14507.html
A new wip version of the ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy emulator DSP has been released.
Quote:
29/01 - Added basic driver for Xain´d Sleena with sound. Sprites, backgrounds and colors are missing
28/01 - These days I´m having some troubles with the IO´s of Galaga (reaches the main screen, but goes crazy with coin insertion), so I shall change the driver to see if I clear my mind a little, and then return to it. I´ll start with the driver of Suna 8 bits (Hard Head and Hard Head 2) and the Xain´d Sleena driver. And between all this I will review the drivers posted by Francenm some months ago, Sauro, System1 and Warp-Warp.
DSP 0.9ß4WIP 28/01/10
************
-General
+ENHANCE: New function to scroll a screen, but moved within another screen.
+ENHANCE: M6809 - Added opcodes $10EE, $10EF y $102C. Cleaned code of opcodes $10XX.
+ENHANCE: Added functions for not standard sizes sprites and transparent chars based on color table
+ENHANCE: NAMCO Sound - Simplified, now only uses one audio channel and voice are mixed internally
+BUG: At last! Fixed sprites cuts (Ghost´n´Goblins, Black Tiger, Pacman, etc). A lot of corrections in the sprites functions and data structures
-Mappy Hardware
+NEW: Added 8-voice polyphonic sound
+ENHANCE: Fixed scroll
+ENHANCE: Added graphical priorities
+ENHANCE: Fixed sprites.
-Mappy
+ENHANCE: Fixed the last graphical bugs
-Dig Dug 2
+NEW: Added driver
-Super Pacman
+NEW: Added driver
-Galaga Hardware
-Galaga
+NEW: Added driver, don´t work because the custom IO are not working
-Xain´d Sleena
+NEW: Added basic driver with sound. Missing sprites, backgrounds, colors, etc.
http://code.google.com/p/dsp-emulator/
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January 30th, 2010, 21:12 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Reworked iNES mapper I/O handler.
- Reworked PPU color code and event scheduler.
- Fixed sprite 0 strikes.
- Fixed triangle channel output.
- Fixed triple buffering setup.
- Fixed graphics reset and triple buffering set.
- Fixed PPU timing and DMC IRQ clocking.
- Improved Allegro sound support.
- Changed APU sound queue/dequeue method.
- Removed timeslice from double buffering, increases CPU usage though.
- Mappers added: 46, 58.
- Mappers fixed: 0,1,16,34,43,64,68,69,72,79,83,88,90,92,97,113,184 ,187.
- Removed NESticle savestate support for good.
- Optimizations and some speed up.
- Other minor things fixed.
http://rocknes.kinox.org/
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January 30th, 2010, 19:10 Posted By: wraggster
Game programming may come to the masses in the most micro of forms with Nintendo's upcoming do-it-yourself mini-game collection WarioWare D.I.Y., one of a handful of new titles we got to go hands-on with this week.
I've been a longtime fan of the WarioWare series of seconds-long games since the original WarioWare, Inc.: Mega Microgame$! for the Game Boy Advance. But I've never been a fan of creating my own content in titles like LittleBigPlanet or Forza Motorsport, in part due to my limited attention span.
But the addition of a game editor to the next WarioWare game for the Nintendo DS—and the accompanying WarioWare D.I.Y. Showcase player for WiiWare—has changed that, turning me into an excited fan eager to start creating by offering a simple micro-game editor on top of the built-in 90 new WarioWare games.
While I didn't get to edit any games myself, I did get a chance to play some of the user generated micro-games already created for a demo version of WarioWare D.I.Y. and had the opportunity to see a game—one as simple and built from scratch.
The creation process is split into digestible chunks.
The first is creating the art for a game, painting backgrounds then dropping sprites (aka "stamps") on top of them to lay out the game's interface. In the creation process demonstrated to us, in which a Nintendo game evaluator constructed a game that involved launching a rocket, the background was built with a grass texture in the bottom half of the screen, a star-filled night sky above the horizon. A pair of moai heads from the game's clip art... sorry, stamps library, and a few trees were deposited on the ground.
Then came the rocket, custom drawn with the game's Mario Paint-like sketching program. It's about as fully featured of a drawing tool as you'd expect from a Nintendo DS game, with a not-too-deep color palette, erasers, copy and paste tools, fill buckets and a mirroring clone tool that made creating a symmetrical rocket (and its accompanying flames) a breeze.
WarioWare D.I.Y. also lets players add a few frames of animation to their sprites or lets them pick from a handful of appropriate classic sprites and patterns from games like Metroid, Super Mario Bros. and The Legend of Zelda. The drawing tool also offers a grid overlay, should players want to draw and animate more precise sprites.
After sketching out and arranging that rocket and its animated flames on the playfield, the Nintendo rep steering our demo defined the simple rules for the game in the "Assembly" section of WarioWare D.I.Y.'s game editor—tap the rocket, the rocket takes off, the player wins. That's par for the WarioWare course in terms of micro-game complexity, rules which take far more time to set up than to execute during play. But it wasn't daunting, thanks to helpful descriptions and a clean, concise editor for adding objects and triggers to a game's AI, firing off animations and sound effects.
Speaking of sound, WarioWare D.I.Y. also comes with an equally capable sound editor. There is a selection of songs already built in to the game, which players can edit or tweak. Players can also create their own tunes from scratch using one of WarioWare D.I.Y.'s coolest features, which lets song writers hum into the Nintendo DS microphone, leaving the digitizing of notes up to the software.
WarioWare D.I.Y. lets players share, remix and upload their creations to the WiiWare version known as WarioWare D.I.Y. Showcase, which also adds another 70 games designed by Nintendo to the DS version. Nintendo also plans to add new micro-games through the in-game NinSoft store after the two games launch.
Micro-game sharing can be done from DS to DS or from Wii to Wii, provided everyone has the required software and Friend Codes in place.
WarioWare D.I.Y. may be the last game in the series I purchase—at least until Nintendo ships new hardware and a WarioWare game designed around it—due to the near limitless amount of micro-games it will bring the player. That the games are so short and the editor appears to have been so smartly designed—and that WarioWare's distinctive art style(s) is so non-threateningly amateur in appearance—has almost assuredly made me into a future content generator.
Nintendo plans to release WarioWare D.I.Y. in North America on March 28 for the Nintendo DS. Won't you join me in micro-generating then?
http://kotaku.com/5457497/warioware-...ontent-convert
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January 30th, 2010, 01:02 Posted By: wraggster
In addition to revealing its latest financial figures, Nintendo has released some interesting facts about its two star performers, the Wii and DS. As revealed in the financials, the Wii has sold over 67 million units since its launch in 2006. Putting that in context, Nintendo reveals that the original Nintendo Entertainment System sold 61.91 units in its lifetime, which now makes the Wii the company's most successful console of all time. As for the DS, it has now sold 125.13 million units, surpassing Game Boy and Game Boy Color lifetime sales of 118.69 million units. That makes the DS Nintendo's most successful piece of hardware ever.
It's important to point out that Nintendo counts all four iterations of the DS in its life-to-date sales numbers. Considering each version has a number of improvements over previous versions, we're sure there's plenty of overlap among consumers. Still, there's no denying that Nintendo's latest hardware lineup has been incredibly successful, even if it was slightly less successful in 2009.
http://www.joystiq.com/2010/01/29/wi...hardware-ever/
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January 30th, 2010, 00:59 Posted By: wraggster
Nintendo of Japan updated its 2010 release list today, adding Xenoblade and The Last Story to its upcoming Wii slate and dating Metroid: Other M for "Summer 2010." The Nintendo and Team Ninja game was previously "TBA" in Japan.
So what the hell are Xenoblade and The Last Story? Well, considering that Nintendo also dropped two titles from its release schedule, Monado: Beginning of the World and Cosmic Walker, we're guessing the games could have simply be renamed. Nintendo did the same with Dynamic Zan, now known in Japan as Zangeki no REGINLEIV.
If we're going to keep guessing, we'll get that Xenoblade is the new name for Monado. The game comes from Xenosaga and Baten Kaitos creators Monolith Soft. Plus, of all the games that might feature a Xenoblade, based on the screen shots Nintendo released at E3 2009, Monado is it.
How Cosmic Walker could become The Last Story, we're not sure, because we really don't know that much about the spacebound sci-fi adventure.
Kirby fans will be delighted to know that Hoshi no Kirby for Wii is still on the list. Keep hope alive!
Outside of Japan, there isn't much news for the Nintendo fan. Metroid: Other M is still listed as "2010" for the U.S. and Europe, the same for Super Mario Galaxy 2. There's a listing for The Legend of Zelda for the Wii in Japan—with a TBA date—but no similar listing for other territories.
http://kotaku.com/5459268/nintendo-a...o-release-list
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January 30th, 2010, 00:52 Posted By: wraggster
When will Japan stop buying Dragon Quest DS games? When?
On January 28, the Nintendo DS remake of Dragon Quest VI went on sale in Japan. Square Enix shipped over a million copies of the game to retailers across the country.
The game was originally released on the Super Nintendo (aka Super Famicom) in Japan back in 1995.
http://kotaku.com/5459471/a-million-...ipped-in-japan
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