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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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December 15th, 2009, 21:21 Posted By: wraggster
News via http://www.nintendomax.com/index.php...32&format=news
Deprogram offers us his homebrew "Rendezvous Delano, excellent Shoot Em Up" for the DS, based on the celebrated Metroid universe.
Since June, I've been working on a Metroid-oriented space shooter in PALib. Currently, it uses quite a selection of DS/libnds/PAlib features, including the following:
Music and sound effects via maxmod, including volume control
Rotating backgrounds
Changing background and sprite priorities
Rotating sprites (two different systems--16 pre-chosen rotsets and 16 available for more accurate rotations)
FAT saving/loading of options and saved games
Custom font
Both stylus and button-based controls
Wi-fi for checking for updates (but I didn't include the ability to download the actual update, although I possibly will eventually)
Dual sprites and normal sprites both
PA_GetAngle, PA_GetDistance, PA_CreateSpriteFromGfx (to avoid stability issues I originally had with PA_DeleteSprite)
http://palib-dev.com/forum/index.php/topic,45.0.html
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December 15th, 2009, 21:19 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-...2-t17063.html&
Pimp My Wii is being developed by Attila and now in version 1.32. This is a homebrew that will install the securities that are missing or outdated on your console.
QUOTE
Version 1.32
- Each load IOS appears. If that fails, he will be retried 10 times (possible correction of "Bad ios used").
- Should fix some code dump when installing / downloading.
- Change minor readme (version of wii shop).
- Using devkitPPC r19, latest libogc, libfat 1.0.6, release devkitARM 27.
- Fix detection of IOS used by the Homebrew Channel.
- Display mode "safe mode" the IOS stub that does not use.
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December 15th, 2009, 21:07 Posted By: wraggster
TetriCycle 0.2b released by calvinss4
TetriCycle is Tetris projected onto a cylindrical surface. Rotate the cylinder left/right such that the descending piece falls into place.
TetriCycle is freeware, can be distributed freely and should never be charged for.
v0.2b
2nd Release: 12/14/09
Added support for + and .
Added support for up to 4 players.
http://wiibrew.org/wiki/TetriCycle
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December 15th, 2009, 19:51 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14157.html
The first beta version of the Nintendo 64 emulator Mupen64Plus 2.0 for Linux is ready for public testing. Unfortunately, there is no Window build available yet.
Quote:
Mupen64Plus v1.99.1 - December 14, 2009
New 2.0 architecture advantages:
Simplified emulator Core, making it much more portable
Removed all GUI code from plugins, making them simpler and more portable
User interface development is not tied to Core emulator releases
All messages from core/plugins can be filtered and shown in GUI instead of only on console
Video Extension allows Front-end to override some video functions, ie to support embedded render window
Startup in Fullscreen mode, instead of always starting in windowed mode and switching to FS after few seconds
video resolution can be given via command-line parameter
all configuration options for core and plugins are in a single config file, can be configured with a single GUI
dummy plugins are automatically used if plugin loading fails for any reason
core and plugins all use the same conventions for where to put data/config files
Mupen64Plus core:
New feature: cheat code support
New feature: Keyboard shortcuts for Core commands are now user-configurable
New feature: can load/save PJ64 state files
Major code cleanup, refactored build system to separate source and object files
Removed many dependencies to simplify porting to other platforms
Moved all of the SDL event-related stuff into a new source file eventloop.c
Use XDG directory convention for file locations on Unix
bugfix: frame advance feature should advance every frame, instead of every vertical interrupt (every field)
bugfix: allow diagonal hat movements for core joystick commands
bugfix: modified SDL event loop joystick code so that gameshark button press is captured, and joystick commands that are level-triggered instead of edge-triggered (such as fast foward) can be accommodated
bugfix: fixed the outstanding SDL event issues by re-writing the code which handles the joystick-event-driven core commands. Now the axis-based commands use hysteresis and there is a single global event function for determining if the gameshark button is pressed
bugfix: OSD crash after pause-stop-start-pause of emulator
bugfix: Set video width and status, aiDacrate during savestate load
bugfix: in pure interpreter, Dont allow to override r0 register
bugfix #52: PJ64 load state patch from olejl77
bugfix #268: use aligned malloc and mprotect to set executable status for dynarec emitted code
bugfix #51: Floating Point Register data was not correctly converted when switching between 32-bit (MIPS-I) mode and 64-bit (MIPS III). New code more closely emulates behavior of r4300 hardware. Fixes collision problems in Banjo-Tooie
bugfix #272: rounding mode for x86 FPU not being set correctly in interpreter and pure interpreter cores
bugfix: many games need different ScreenUpdateSetting to work properly with Rice Video
Mupen64Plus-audio-sdl v1.99.1 - December 14, 2009
Converted to new Mupen64Plus 2.0 API
Code cleanup to remove non-standard data types
Refactored build system to separate source and object files
bugfix #269: jttl_audio segfaults on exit due to incorrectly ordered shutdown code
Mupen64Plus-input-sdl v1.99.1 - December 14, 2009
New feature: Joystick/Keyboard auto-configuration
New feature: deadzone and peak analog joystick values are now configurable
Converted to new Mupen64Plus 2.0 API
Refactored build system to separate source and object files
Major code cleanup: mouse movement and analog axis code was terrible, removed non-standard data types
Improved debug messages
bugfix: mapping the X/Y analog sticks to keypresses didnt work
bugfix: LeftCtrl-LeftAlt key command when mouse is enabled to now toggles between grabbing and releasing the mouse pointer
Mupen64Plus-rsp-hle v1.99.1 - December 14, 2009
Converted to new Mupen64Plus 2.0 API
Refactored build system to separate source and object files
Refactored all code to remove win32-specific things, unnecessary functions, and clean up
Mupen64Plus-UI-Console Front-End v1.99.1 - December 14, 2009
Brand new Console-based front-end for Mupen64Plus 2.0
New feature: R4300 Core Comparison for debugging
New feature: Cheat code support from command-line
Mupen64Plus-Video-Rice v1.99.1 - December 14, 2009
Converted to new Mupen64Plus 2.0 API
Major code cleanup, removed all non-standard data types
Refactored build system to separate source and object files
added NO_ASM build option
removed some unused configuration parameters
bugfix: handle fullscreen video mode properly: start up in this mode instead of always starting in windowed and needing the core to switch to fullscreen
bugfix #209: setjmp/longjmp fixes in the BMP writer and PNG reader
bugfix: eliminated duplicate ´Found ROM ...´ messages
http://code.google.com/p/mupen64plus/
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December 15th, 2009, 18:49 Posted By: wraggster
Other names batted around for the big-screen handheld: "DSi Comfort," "DSi Premium," and "DSi Living." And Shigeru Miyamoto proposed "DSi Deka." that's according to the latest Iwata Asks roundtable, discussing the DSi LL.
There are more fun facts from this talk (translated from Japanese; the English transcript is not up yet.) Evidently Nintendo had been working on a DS Lite with 3.8 inch screens (the LL's are 4.2 inches, the Lite's are 3 inches, DSi is 3.2). It backed off because of manufacturing cost and the success of the regular flavor DS Lite. It sounds like they also wanted to do a simultaneous release of the DSi and DSi LL but it never came together.
http://kotaku.com/5426384/dsi-ll-was...-dsi-executive
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December 15th, 2009, 18:42 Posted By: wraggster
Digital Leisure has announced that arcade classic “Dragon's Lair” will soon be available on Nintendo’s DSiWare™ service.
No quarters needed! You’ll soon have your chance to take on all the “Lair” has to throw at you, right in the palm of your hand. For the first time on any handheld Nintendo® system, you’ll be able to play Dirk in his original animated form – no pixel graphics here!
On December 21st in North America and January 1st in Europe, you’ll take on the role of Dirk the Daring, a knight on a quest to rescue the fair Princess Daphne from the clutches on an evil dragon - Now using your Nintendo DSi!
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December 15th, 2009, 18:37 Posted By: wraggster
Vegas Party is scheduled to be launched on Nintendo Wii this February.
The players are taken into the gambling-friendly universe of Las Vegas city, complete with bright lights, sassy caricature characters and the occasional hustler!
Mini-games, including darts, blackjack, roulette, Texas Hold ‘Em and slot machines, are quick versions which are easy to master, but you still need luck to win! Play ‘Quick Games’ to practice your skills, or ‘The Strip’ - a board-game style race for four players. Reaching the end of the Strip before anyone else is trickier than it sounds; players are at the mercy of the dice, penalty squares and mini-games, any of which can send you into the lead, or back to the start. Manage your token account, avoid dangers like twisters and earthquakes, test your gaming skills and push your luck, but remember – you can lose it all on one bad call.
Vegas Party is a fun, fast party game for one to four players and is open to all comers. The 10 unique mini-games are loaded with additional gameplay, and the 15 casinos on ‘The Strip’ each have their own different theme – from Aztec to Area 51.
Vegas Party is being launched this February on Nintendo Wii. Paul Tresise, managing director of Enjoy Gaming, said “This is great party game for up to four players. You don’t have to be an expert to pick up, play and win - the real challenge is just holding on to your hard earned points!”
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December 15th, 2009, 15:51 Posted By: wraggster
Activision announced today The first Zhu Zhu PetsTM game will be released on the Nintendo DSTM system in the spring of 2010.
"Zhu Zhu Pets success in 2009 speaks for itself and we're confident it will be even bigger in 2010," said David Oxford at Activision Publishing. Gary Miller, President, GameMill Publishing, stated, "It is our goal to expand this proven franchise in a way that fans of the wildly popular hamster toy line and video gamers alike will embrace and love to play."
A genuine craze in the toy aisle, Zhu Zhu Pets was recently nominated for two top industry awards including: "Girl Toy of the Year" and "Innovative Toy of the Year." It is expected to be one of the top selling toys of the 2009 holiday season.
"Ever since Zhu Zhu Pets exploded in popularity, launching a video game has felt like a natural fit in product evolution," said Natalie Hornsby, Director of Marketing Strategies and Brand Development, Cepia, LLC. "We share our fans' excitement in bringing Zhu Zhu Pets to the video game space, and think this will help us reach more kids to engage in the Zhu Zhu Pets experience."
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December 15th, 2009, 11:39 Posted By: wraggster
Playtainment became the first German publisher to make their debut on WiiWare™. The hidden object game, coming on 25th December 2009, lets players of all ages embark on an enchanting medieval adventure.
The charming story of The Mystery of Whiterock Castle tells the tale of the desperate search of a young squire for his favorite playmate. The little princess has mysteriously vanished from her chambers. Among lovingly designed, hand-painted settings, players take on the role of the young squire, rummaging through numerous chambers and gloomy dungeons, equipped with a sword, a lantern, and a magnifying glass. While searching, the player will receive helpful hints from many peculiar characters featured in the amusing story. From cook to castle ghost – everyone is on our young hero's side, showing him the way through the royal residence.
The game principle of The Mystery of Whiterock Castle is deliberately designed to be suitable for children, and especially suited for young players and families. Hidden objects must be found and collected using the Wii Remote in ten different scenarios, alone, together, or competing against each other. The hand-painted objects are randomly shown and positioned in the levels, allowing for ever new challenging game constellations. Secret hiding places, bonus items, plus various multi-player modes and highscore lists help make the game a thoroughly entertaining pastime for the whole family.
‘The Mystery of Whiterock Castle’ is available for download on 25th December 2009 through Nintendo WiiWare - UK and Europe. In US 'The Mystery of Whiterock Castle' will be available for download in 1st Quarter 2010.
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December 15th, 2009, 10:32 Posted By: wraggster
Natsume announced today that Moki Moki has been released for digital download on Nintendo WiiWare™. This quirky and innovative puzzle game is now available for 800 Wii Points and is rated E for Everyone by the ESRB.
“This is a fantastically fun puzzle game packed with variety and charm!” said Hiro Maekawa, President and CEO of Natsume. “Each one of the game's diverse levels is a totally unique challenge. You'll keep playing just to see what fun and creative levels the game has in store for you next!”
The Moki are being devoured by the voracious Gromblins, and it's up to the player to guide the hapless little guys to safety. Bend, twist, and rotate the environment to herd the Moki through a series of brain-teasing puzzles! Along the way, players will contend with deadly pitfalls, spinning blades, and shifting gravity. Roll Moki down ramps, grab them with hooks, and blast them with jets to guide them to safety over 100 imaginative levels!
Moki Moki is now available for digital download on Nintendo WiiWare
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December 15th, 2009, 10:30 Posted By: wraggster
PopCap Games today announced the launch of Bejeweled Twist™ for DSiWare. Derived from the latest installment in the Bejeweled® franchise, this new adaptation of the revolutionary, top-selling PC game marks the first time Bejeweled Twist has been offered on any video game console. Bejeweled Twist is PopCap’s second DSiWare™ title following Bookworm™, which launched earlier this month. Both games feature unusually deep gameplay in a downloadable title for the NintendoDSiWare platform. Bejeweled Twist is available now at Nintendo’s online shop for only 500 DSi Points (U.S. $5.00).
“Bejeweled Twist is a novel take on the match-3 puzzler, and this adaptation of the game for DSiWare was a superb opportunity to simultaneously retain the ‘fun’ element of Bejeweled Twist and to take the game into a new direction that is perfect for the DSiWare system,” said Ed Allard, vice president of strategic development at PopCap. “Players are going to love the depth of this strategic game, the price point, immediate availability over the air, and the challenging new multiplayer capabilities.”
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December 15th, 2009, 10:26 Posted By: wraggster
Majesco have announced Dance Sensation! for Wii™. Now young girls can live out their dance fantasy on their living room stage with the only game that lets players train and perform routines in four different styles: Hip-Hop, Jazz, Ballet, and Salsa.
“Dance is an incredibly popular activity for young girls yet there is an absence of dance products available for this demographic,” said Gui Karyo, Executive Vice President of Operations, Majesco Entertainment. “Dance Sensation! was specifically designed for this audience and its combination of dance styles lets female players perform and actually learn real dance moves as they play.”
Becoming a skilled dancer doesn’t just take talent; it takes dedication and hard work to be the best! In Dance Sensation!, players hit the studio with their teacher to practice for their upcoming stage performances. Across Hip Hop, Jazz, Ballet and Salsa, players use the Wii Remote™ and Nunchuk™ to control their on-screen dancer as she perfects more than 160 real motion-captured dance moves that get progressively more complex. After studio training in front of a mirror, it will be time to raise the curtain and turn on the spotlights! Players will perform in recitals in a variety of venues, from local auditoriums to the Broadway stage.
No recital is complete without a glamourous presentation. Girls can customise their dancer with a variety of costumes and unlockable hairstyles. Creative play also extends to the Dance Workshop Mode that lets aspiring dancers choreograph their own custom routines that they can record and share with friends. In addition, competitive players can dance with or compete against another player in Multiplayer Mode. Featuring licensed music tracks and Wii Motion Plus™ support for more accurate motion based play, Dance Sensation! lets girls be sensational dancers whether they’re new to dance or train regularly.
Developed by Alpine Studios, Dance Sensation! is designed exclusively for Wii™ and expected to release in July 2010. For additional information visit www.majescoentertainment.com
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December 15th, 2009, 00:23 Posted By: wraggster
News via http://gbatemp.net/index.php
We've been in touch with the Supercard team who have decided to share a bit more juicy information with us! Proving that they have not yet forgotten about all the loyal users of the original Supercard DSONE and DSONEi; the team have announced a Christmas and New Years gift for all owners!
A brand new operating system code named Evolution will be released for the DSONE and DSONEi. This new 'Evolution OS' (EOS), will be released for both the DSONE/i and also the new DSTWO, with more advanced features and functions exclusive to the DSTWO and its built-in CPU.
The team call the new EOS a transition for the carts that will "look like a computer going from DOS to Windows".
Here's a sneak peak at the changes the new EOS will be bringing:-
QUOTE
1. Perfect support for long file names;
2. Cheat code system is compatible with the mainstream DAT format, polular and easy to get, howeven, have to give up real-time cheat code.
3. Real-time save slot increase to 4 slots. (Exclusive built-in automatic detection of 3D game engine technology, stability, greatly enhanced);
4. Give up cheat-code slow motion game play method, improved use of CPU to do operations, "precise control of CPU speed" Achieving the action slowed down, stability / compatibility and better.
5. Real-Time Game Guide will support txt formats without conversion, beautify the font is more beautiful;
6. New UI interface design. Easier-to-use.
The DSTWO version of the EOS will bring even more exciting features that we can't yet share with you, but stay tuned for further news on the new Supercard DSTWO and Evolution OS!
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December 15th, 2009, 00:21 Posted By: wraggster
News via http://www.nintendomax.com/index.php...30&format=news
Crow offers us his version 0.2 rpg "Peculiar Journey: Escape From Cute" inspired by Rogue-like "Mystery Dungeon".
In this new version (0.2) I've added:
- a bonus dungeon, unlocked after clearing the main dungeon.
- monster item drops.
- new items and monsters (vials, and 3 new pouch types, a few new herbs, scrolls and
a new weapon, Bumble and Catapult monster families).
- working gamestate saves for NO$GBA (in the April 09 version saves only worked on DS hardware).
- a strategy dungeon (single floor mini-dungeons to teach various techniques)
- a warehouse to store your valuable items.
- a funky (and probably totally unbalanced) "VialTrial" dungeon where you'll find lots of
empty vials to use against monsters.
Known bugs:
- setting the music volume in the Settings menu is messed up. It changes both the music AND the
sound fx volume, but should only adjust the music.
http://palib-dev.com/forum/index.php/topic,56.0.html
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