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January 4th, 2010, 20:49 Posted By: wraggster
Nintendo ushers in the new year with seven new downloadable games for the Wii and DSi, including Final Fight 3, Hell's Kitchen Vs., and five titles you've likely never heard of.
Even Hell's Kitchen Vs. for DSiWare (800 DSi Points) is a stretch, as I can't imagine I am in the majority when it comes to crossover fans of downloadable DSi titles and Gordon Ramsay's reality cooking show. I also can't imagine the game being anything like the show, especially with that E for everyone rating. How will I know my risotto is shit?
Hell's Kitchen is joined by two puzzle games on DSiWare this week, Nintendo's missile-firing Trajectile (500 points) and Aksys's Animal Puzzle Adventure (500 points), which sees players leading animals to barns while avoiding cliffs and other pitfalls. Totilo informs me that Trajectile is actually developed by Q-Games of PixelJunk fame, and is "so far, very good."
This week's WiiWare titles are all new to me. Triangle Studios' Heron: Steam Machine (500 Wii Points) is a game about managing steam pressure in a rubber ducky factory. Then we've got Big Blue Bubble's Pub Darts (500 points), which is about throwing darts at a pub, go figure. Finally, Digital Leisure whips out Fast Draw Showdown (500 points), a gun-slinging game that has you trying to out-draw the fastest guns in the West, or die trying. Fast Draw Showdown uses actual actors as targets, so you know it's got to be a quality product!
Finally (pun semi-intended) we've got Final Fight 3 for the Super Nintendo on the Virtual Console (800 points), which is of course the North American version of Final Fight 6, unless I am getting my Final games mixed up again.
And so begins the third year of the Nintendo Download. Are we off to a good start, or are things just warming up?
Nintendo DSiWare
Trajectile
Publisher: Nintendo
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points™
Description: Trajectile is a puzzle game that's as much about firepower as it is about brainpower, requiring you to line up your shot and launch a flurry of missiles at enemy targets. Three types of missiles are at your disposal, each one with its own characteristics - but all of them can bounce off walls on their path to smash, blast or drill through enemies and blocks. Along the way, you'll find item blocks just waiting to be destroyed so that you can obtain special power-ups ... and cause even more destruction. Be careful though, as missile type and position are predetermined and you get only a limited number of launches per stage. Complete multiple classes containing numerous individual stages, earning medals when you clear stages in fewer than the given number of turns. Are you ready to take aim at becoming a Trajectile master?
Animal Puzzle Adventure
Publisher: Aksys Games
Players: 1
ESRB Rating: E10+ (Everyone 10 and Older) - Mild Suggestive Themes
Price: 500 Nintendo DSi Points
Description: Animal Puzzle Adventure is a simple puzzle game where you have to lead various animals to their respective barns placed on the map, while avoiding pitfalls and cliffs and using the objects on the field to your advantage. There are 10 stages per level with a total of five levels, creating 50 stages in all. After clearing a stage, you unlock a piece of a photo. Once you clear all 10 stages in a level, the wallpaper for that level becomes unlocked and you can then view it in the gallery. With so many puzzles to unravel, you'll find yourself immersed in the puzzle-riffic world of Animal Puzzle Adventure.
Hell's Kitchen Vs.
Publisher: Ludia
Players: 1-2
ESRB Rating: E (Everyone)
Price: 800 Nintendo DSi Points
Description: Hell's Kitchen Vs. is based on the U.S. TV phenomenon where world-renowned chef Gordon Ramsay puts aspiring chefs through rigorous culinary tests. The game recreates the show's pressure-cooker atmosphere as two players battle head-to-head in an arcade-style kitchen challenge. Try to conquer your opponent in each time-management test, while taking the heat of Gordon Ramsay judging and rating your performance at every stage of the game.
WiiWare
Heron: Steam Machine
Publisher: Triangle Studios
Players: 1-4
ESRB Rating: E (Everyone)
Price: 500 Wii Points™
Description: Heron: Steam Machine is a game about a factory where rubber duckies are being produced by a large steam engine. On this steam engine, there are four different gauges which you will have to watch carefully. By connecting the pipes, you will earn points and relieve some of the pressure, keeping the machine running just a little bit longer. If one of the gauges reaches its maximum, the machine will eventually blow up, and the game is over. If you were lucky enough to achieve a high score, make sure you enter your name in the list so other players can compete with you. In Multiplayer, you are able to cooperate with friends in maintaining the steam machine. When you play with two, three or four players, the screen is divided into sections with different background colors. Each player is able to solve his or her own part of the puzzle. Players are restricted to their own section of the screen, so you will have to work together to make the pipes fit properly. (Additional accessories are required for multiplayer play and are sold separately.)
Pub Darts
Publisher: Big Blue Bubble Inc.
Players: 1-4
ESRB Rating: E (Everyone) - Alcohol Reference
Price: 500 Wii Points
Description: Pub Darts is a simple darts simulation which uses the Wii Remote™ controller's unique controls to mimic dart-throwing motion. The game is set in a local pub where the players will settle in to play some of their favorite dart games, including 501, Cricket, Around the Clock, Killers and Baseball. Controls function just like throwing a real dart. Players are able to create their own personal profiles, including selecting their avatar image from a collection of creative characters and the design they would like displayed on the dart flights.
Fast Draw Showdown
Publisher: Digital Leisure Inc.
Players: 1-2
ESRB Rating: T (Teen) - Alcohol Reference, Violence
Price: 500 Wii Points
Description: When it comes to fast draw there're only two types of people: the quick ... and the dead! Now you have the chance to find out where you stand, or lie, as the case may be. You'll go up against the best quick draws in the business, including one of the world's fastest, Wes Flowers. Unholster your Wii Remote controller and show 'em who the fastest draw really is, in this live-action shooter. You can even take on a friend in multiplayer modes, and see which of you has the quickest draw. You'll need some serious speed and awesome accuracy to take on these gunslingers ... so get ready for some real fast draw action.
Virtual Console
Final Fight 3
Original platform: Super NES™
Publisher: Capcom USA
Players: 1-2
ESRB Rating: T (Teen) - Animated Violence
Price: 800 Wii Points
Description: Following the defeat and subsequent disappearance of the Mad Gear Gang, a small group known only as "Skull Cross" is responsible for a new uprising of vandalism, terrorism and death. The government of Metro City is at a complete loss. Metro City's mayor, Mike Haggar, and Guy are prepared to take on the new gang, but before they can act, the door bursts open, revealing Lucia, Cody's old friend. "Metro City is under attack!" she shouts, "Skull Cross is loose, and they've got something up their sleeves." But before any of them can move, a mysterious man appears in the doorway. "My name is Dean," he says. "I know Skull Cross inside-and-out, and I hate them more than anything. I can help you, and you can help me. We must go!" All four fighters vow to bring Skull Cross down. It will be a tough assignment, and may even be their final fight!
http://kotaku.com/5439603/the-ninten...nloads-of-2010
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January 4th, 2010, 20:27 Posted By: wraggster
Yorkshire Ripper using Nintendo console to keep fit whilst behind bars
High-security hospital Broadmoor – which is home to some of the UK’s most notorious killers – has issued 22 Nintendo Wiis to inmates in an effort to help keep them fit whilst they undergo treatment.
A source at Broadmoor claims that Yorkshire Ripper Peter Sutcliffe has been spied playing the bowling game on Wii Sports.
The Sun’s original story prefers to focus on the fact that £5,000 of taxpayer’s money has been splashed on the equipment. The paper also claims that inmates already have access to PlayStation and Xbox consoles.
“When you think of their crimes and the misery they have caused, you have to ask if it's right for society to pay to entertain them,” a source affirmed.
“This cash could have been spent improving care in the wider NHS. In the meantime all we hear is laughter as patients play with their new toys.”
http://www.mcvuk.com/news/37003/Broa...iis-to-inmates
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January 4th, 2010, 20:24 Posted By: wraggster
Ubisoft Pune finishes first full title, with the firm at concept stage for next
An upstart Ubisoft studio in the Indian city of Pune has become the nation’s first to fully develop a DS title.
Ubisoft Pune – situated in the state of Maharashtra – spent seven months developing the DS title 100 All Time Favorites.
The game, which in the UK is given the title Master All Classics, is a collection of timeless board and card games from around the world.
The studio was formed after Ubisoft purchased Gameloft’s Pune-based development studio back in 2008. When acquired, that studio had about 120 developers and testers, though Ubisoft Pune has far fewer in-house staff, with around 40 developers on-site.
The Pune office has acted as an outsource for various projects, including the XBLA and PSN title CellFactor: Psychokinetic Wars.
Now with its first full DS project completed, the studio's head David Blanchard spoke optimistically about the firm's future.
“Here in Pune, we are trying to go in two directions to consolidate ourselves in the online and handheld space,” he said.
"The creativity of Ubisoft Group goes into creating new IPs on consoles, deliver high quality games, and build multiple experiences around new IPs.”
A CV by one of the studio’s designers revealed that the group is currently in the concept stage of its second major project.
http://www.develop-online.net/news/3...-first-DS-game
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January 4th, 2010, 20:22 Posted By: wraggster
SEGA is unlikely to follow up MadWorld and House of the Dead: Overkill with further mature Wii titles according to studio director Constantine Hantzopoulos following the poor performance of EA's Dead Space Extraction at retail.
Despite both SEGA titles meeting sales targets, Hantzopoulos indicated in an interview with the 1UP podcast the publisher is sceptical about releasing similar games in future.
"I have to say that it was a space that was open and we took a gamble on it," he said. "We did some research, it said there was an audience out there.
"I won't comment about Nintendo, they did champion The Conduit as a 'this is a Nintendo game.' And, you know, I think they did okay by us. At the end of the day, I just think that you're seeing kids are skewing much younger towards next-gen.
"We put out some pretty decent content. I mean, House of the Dead: Overkill and MadWorld are great Wii games. They're both doing okay and at the end of the day we'll make our numbers - that's good. Conduit's done quite well for us. It's been slow burn. That’s the other thing you find out about the Wii. It's not necessarily first three weeks like most titles. And DS. It's a longer burn, actually.
"But that begs the question, are we going to do more mature titles for the Wii?" Hantzopoulos continued. "And it’s like, probably not. Look at Dead Space. We were stunned. That was my litmus test. Basically, it's like, okay, you got EA, who can put all the marketing muscle behind this, an established franchise that scored quite well on 360 and PS3. They should be able to actually hit this out of the park, right? We get numbers, real numbers aside from NPD, and I'm like, 'Woah'."
According to NPD figures, Dead Space Extraction sold 9000 copies in the US between its release at the end of September and the end of the NPD's reporting period in October.
http://www.gamesindustry.biz/article...-sega-unlikely
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January 3rd, 2010, 18:39 Posted By: wraggster
Pate has posted some more great WIP News about his Dos Emulator for DS:
Alpha version 0.01 feedback
Big thanks to everyone of you who tested the 0.01 alpha version and reported the problems you found, either by sending me the full DSx86dbg.log files or by posting on the GBADEV forum thread! The logs showed pretty clearly that DSx86 is still missing too many opcodes for it to support other games besides those I have specifically supported. Sorry about that, I thought it might be able to run some other simple games already. Also, the logs showed that quite many games want to use the graphics mode 0x0D (320x200 16-color EGA mode). I guess this should be the next graphics mode DSx86 will support.
Opcode tester program progress
Pretty soon after I released the 0.01 version, I noticed some serious problems with Leisure Suit Larry 3. After I fixed the missing opcode in 0.01, it still would not recognize any user input, instead it always said "Bad Said Spec" whatever I tried to type. I could not find the problem by debugging the code (and I tried for hours), so I then decided that now would be a good time to finally improve my opcode tester program. Until now the program had only tested for typos in the memory access, so that my opcode handlers don't change the wrong memory location (addressing with [SI] instead of [DI], for example).
I worked on the tester program for two full days, and added pretty complete tests for all arithmetic, logical, and move opcodes. It tests all modrm byte variations that DSx86 supports, and is smart enough to skip the variations I haven't yet coded. It checks for the correct result of the operation, and also for correct CPU flag changes.
When running the improved tester program I found about half a dozen bugs in my opcode handlers, including bugs in "TEST" opcode, which the original tester program had skipped completely, as it doesn't change any memory.
Now I feel much more confident that the new opcodes and modrm byte variations I add will work properly even when I don't currently know of a game that would use them. Thus, I have been adding quite a few new opcodes these past days since the 0.01 release, for example all "INC", "DEC" and "LEA" variations are now fully supported, same as all arithmetic 16-bit operations with immediate values, and most of the "MOV" opcodes as well. Still a lot of work to do with the remaining missing opcodes, but it is much nicer to keep adding them now when I can test the new variations immediately.
Auxiliary Carry and Parity flags
One big difference between the ARM and x86 processors is that ARM does not have the Auxiliary Carry (which works like the normal Carry flag, but for the bottom 4 bits of a byte) nor the Parity flag (which tells whether the least significant byte of the last arithmetic operation has an even number of set bits). I had hoped that games would not use these flags, but now I have noticed them both being used in games.
The AC flag is used in Leisure Suit Larry 3. When drawing data to the screen, LSL3 uses both the Carry flag (for the upper 4 bits) and the AC flag (for the lower 4 bits) to determine whether the new data is in front of or behind whatever is currently on the screen. It uses code like this:
CMP BL,[DI+7FF0]
LAHF
TEST AH,10
That is, it compares the current value in BL with the value in memory, then loads the AH register with the resulting flags, and then tests for the bit in AH that has received the AC flag. A somewhat complex method, but since the x86 instruction set does not contain a conditional jump that would check the AC flag, this is the most straightforward method available.
Since the ARM processor does not have anything similar, I had to code a game-specific special case to handle this. I added some code to the LAHF opcode (which is quite rare) handler, so that it checks whether the next opcode is "TEST AH,10" (which could have no other purpose but to test the AC flag), and if so, it determines if the previous opcode is "CMP BL,[DI+7FF0]", and if so, it performs the compare again, but this time by shifting the values 4 bits left, so the resulting real carry will get the value that the AC flag would get in x86. This new carry is then stored into the AH register bit 0x10, so the following test will give the correct result. This seemed to solve the problem completely for Leisure Suit Larry 3.
Based on a log file I received, The Incredible Machine uses the parity flag. However, on closer examination of the code I believe this is actually a bug in the game. The game has code like this:
1E30:60EB 83F90A cmp cx,000A
1E30:60EE 7C0C jl 60FC ($+c)
1E30:60F0 0BFF or di,di
1E30:60F2 7A02 jpe 60F6 ($+2)
1E30:60F4 AA stosb
1E30:60F5 49 dec cx
1E30:60F6 D1E9 shr cx,1
1E30:60F8 F3AB repe stosw
1E30:60FA D0D1 rcl cl,1
1E30:60FC F3AA repe stosb
The way I interpret that is, that it first check if it has less than 10 bytes to move. If so, it jumps to simply moving them byte-by-byte. If there are more bytes, it first checks whether the low byte of the target address has an even number of bits set (?!), and if so, it jumps to moving the data by word access, else it first moves the leading byte, and then the remaining bytes using word access.
What the author probably meant, was to check whether the target address is even, and jump to word access if so. That would have been done by a code somewhat like this:
test di,0001
jz 60F6
That is, by testing whether the lowest bit of the address is set or not. Luckily for the author, x86 works fine with unaligned word access (unlike ARM), so this is a benign bug that causes no ill effects. What is annoying, though, is that I need to add a special case into DSx86 to handle a code that shouldn't be there in the first place!
SB ADPCM support
I also added the 4-bit ADPCM and 2.6-bit ADPCM audio support to DSx86 SoundBlaster emulation, both of which are needed by Solar Winds. It was reasonably easy to do, again using the DOSBox sources as a reference. My version does not sound quite similar yet, though, so perhaps I still have something wrong in my implementation. At least it does not crash, which is always the main thing when coding for ARM7. :-)
Annoying save game bug
I have been testing Leisure Suit Larry 3 pretty extensively, as it used to be one of my favourite games back in the early 90's. That was mostly because I had a Roland LAPC sound card (basically an MT-32 synth built into a PC ISA card), which the game supported perfectly. It even loaded new patches to the synth to make the music sound really really good (much much better than what the music sounded on any General Midi synth, for example, not to mention AdLib/SoundBlaster cards). I think the music plays surprisingly well even on my poor AdLib emulation in DSx86. It obviously does not sound great, like with the LAPC card, but it is close enough that it brings back memories. :-)
Currently there is a really annoying problem with save games of LSL3. For some strange reason DSx86 occasionally corrupts the save game directory file "LSL3sg.dir". This is pretty much the worst file to get corrupted, as losing it means you lose all of the possible several save games.
What is curious is that usually when this corruption happens, I can see the save game names at the top row of the DSx86dbg.log file, and the LSL3sg.dir file contains only "---------------", which should be at the start of the DSx86dbg.log file! I don't see how it could swap the file pointers, especially as the DSx86dbg.log file had not been open when I saved the game! This still needs a lot of looking into.
Future plans
Well, today my two-week Christmas vacation ends, so tomorrow I need to again start working "for real". I would like to release version 0.02 with a lot of added opcodes reasonably soon, but I don't yet know when that might be. Probably in a week or two. The next big thing to add would then be the support for the 320x200 EGA 16-color mode, but that will be for version 0.03 at the earliest.
http://dsx86.patrickaalto.com/
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January 3rd, 2010, 18:34 Posted By: wraggster
News via http://www.wii-addict.fr/forum/sysCheck-14-file499.html
syscheck is a homebrew develops by erikspyderThat as signcheck, to test your IOS and cIOS to search:
- Trucha Bug;
- Identify ES;
- Flash Access;
- Boot2 Access;
- USB 2.0 IOS Tree.
a file with the result will be created on the SD card.
QUOTE
What's new?
* Check for USB 2.0 IOS Tree;
* Display the current date and time in the report;
* Recompiled with the latest version of devkitPro;
* Code cleanup.
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January 3rd, 2010, 18:32 Posted By: wraggster
Categorii v2.0 released by Yossi
Do you have too many apps listed in your HBC? Do you rarely play apps starting with "W" anymore because it takes too long to scroll all the way down to there? Have you ever installed an app but never played it because it got lost in the clutter? Your misery ends now. Introducing, Categorii!
Changelog
v2.0
Fixed embarrassing situation where categorii would rename apps and then fail on the second rename leaving you with NO folder named apps.
Removed 1/2 second pause off the end.
Deprecated config.xml in favor of keeping link information in meta.xml
Added colored text to indicate success or failure at a glance.
Added password capability.
Automatically converts from 1.0 style configuration, to new style. (You only need to replace the old boot.dol with the new boot.dol file)
http://wiibrew.org/wiki/Categorii
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January 3rd, 2010, 18:30 Posted By: wraggster
Q2CTFRev Release 1 released by Izhido
Q2Rev: A port of the original id Tech 2 engine (Quake II) with ThreeWave's Capture-The-Flag module to the Nintendo Wii, compiled using devkitPPC / libogc.
Release 1
The engine is feature-complete, with sound & network play. It is mainly intended for network play; while it's possible to play the single-player game with this engine, it becomes somewhat slow doing so. Due to the shortage of keys in the original Wii Remote + Nunchuk configuration, it is recommended that you "bind RIGHTARROW use grapple" in order to use the aforementioned weapon.
All features included in Q2Rev, Release 2, have been included in this build.
Retrieved from "http://wiibrew.org/wiki/Q2CTFRev"
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January 3rd, 2010, 18:29 Posted By: wraggster
Q2Rev Release 2 released by Izhido
A port of the original id Tech 2 engine (Quake II) to the Nintendo Wii, compiled using devkitPPC / libogc.
Release 2
The engine is feature-complete, with sound & network play. For technical reasons, the Capture-The-Flag module is not included in this engine; you will need to play Q2CTFRev for that purpose.
New features in this release:
Classic Controller can now be used to play; controls are similar to those in use by the Gamecube Controller.
Pressing [A] to aim is now optional; a Menu Option was provided for such effect.
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January 3rd, 2010, 18:27 Posted By: wraggster
QWRev Release 2 released by Izhido
QWRev: A port of the client component of the original QuakeWorld engine to the Nintendo Wii, compiled using devkitPPC / libogc.
Release 2
The engine is a feature-complete implementation of the QuakeWorld 2.40 engine. Unlike Q1Rev, there are LOTS of servers around the world that are able to accept this engine as a client for netplay. Be aware, however, that some of them might need a modified version of the communications protocol. Experiment with as much servers as you want in order to get the desired results.
New features in this release:
Classic Controller can now be used to play; controls are similar to those in use by the Gamecube Controller.
Pressing [A] to aim is now optional; a Menu Option was provided for such effect.
Bug fixes in the way the Nunchuk controller was handled, causing problems when moving on water.
http://wiibrew.org/wiki/QWRev
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January 3rd, 2010, 18:23 Posted By: wraggster
Q1Rev Release 3 released by Izhido
A port of the original Quake engine to the Nintendo Wii, compiled using devkitPPC / libogc.
Release 3
The source code comes from Q1DS (an initial attempt to port the engine to the Nintendo DS), which, in turn, comes from the original winquake, one of the projects that can be obtained at ftp://ftp.idsoftware.com/idstuff/source/q1source.zip .
The engine is feature-complete, it plays the game at 30fps with no hiccups or any similar problems. It can also be used as a client for Internet-based gameplay, as a "unmodified" NetQuake client.
New features in this release:
Classic Controller can now be used to play; controls are similar to those in use by the Gamecube Controller.
Pressing [A] to aim is now optional; a Menu Option was provided for such effect.
Bug fixes in the way the Nunchuk controller was handled, causing problems when moving on water.
http://wiibrew.org/wiki/Q1Rev
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January 3rd, 2010, 18:22 Posted By: wraggster
Homebrew Card Manager 2.2 released by Hunterm
Homebrew Card Manager is a easy to use, n00b-friendly launcher for use with Homebrew-focused SD cards.
Notice: The .NET Framework 4.0 beta (the one that came Win7) is required to run this application!
Changelog
Version 2.2
replaced notepad++ with notepad2, it is more n00b friendly
added application manager cred to pbsds
updated credits
http://wiibrew.org/wiki/Homebrew_Card_Manager
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January 2nd, 2010, 14:48 Posted By: wraggster
kmilloz posted a new release of his Beats of Rage Mod which should work on Wii, Dreamcast, Dingoo, PSP and GP2X:
Hi, with the launch of Openbor for Dingoo A-320, I made an update on my MOD, can now use the whip, attackbackward was improved ... for who played the first version, you'll like this ... compatible with the version 3.25xx.
Download over at Lavalit --> http://lavalit.com:8080/index.php?ac...mod;dl=item313
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January 2nd, 2010, 01:16 Posted By: wraggster
Schism Tracker 20100101 released by Storlek
Schism Tracker is an editor and player for tracked music (IT, XM, S3M, MOD, etc.), heavily based on the look and feel of the DOS program Impulse Tracker.
Change Log
20100101: Wii support added
Known Bugs
Saving over an existing file fails
No SD card insert/remove detection
USB disks are unsupported
Title scanning is very slow
The icon is boring
http://wiibrew.org/wiki/Schism_Tracker
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January 2nd, 2010, 01:15 Posted By: wraggster
3DMaze v 1.0 released by Michelinux
Get out of the 3D Maze!
Imagine having a 3D labyrinth in your hands... you can rotate it in any direction to get a red ball out of it.
Motion Plus is not mandatory but recommended.
If you get lost press 2.
Changelog
1.0
Dutch translation corrected
Spanish translation added
Motion tracking improved
Smooth transition when ball passes from one plane to another
Localized versons for languages that can't go into international version
Authomatically scale down font size if string doesn't fit the screen
Code cleanup
Changed menu text color to improve visibility
http://wiibrew.org/wiki/3DMaze
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