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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.
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November 1st, 2009, 22:15 Posted By: wraggster
Fans of hardcore child-rearing sims will no doubt find 505 Games' Wii-exclusive "Baby and Me" to be a day-one purchase this year, promising a revolutionary new peripheral in which you stick a Wiimote inside a baby.
OK, not a real baby. A baby doll, of course. But it takes doll-playing to the next level by incorporating motion control (and balance board support!) into 18 game modes designed to test even the most darling little girl's resistance to saccharine depictions of parenting.
Not only that, this hellspawn will actually cry through the Wiimote's speaker. You quiet baby down by rocking, burping and teaching him/her/it to walk. There's even a feeding exercise. I'm sensing a Wiimote breast pump attachment down the line. And way to make everything creepy, Owen ...
This is the special edition, by the way. The regular game comes with a "holster" so you can attach the Wiimote to any other implement or household pet and pretend that is the baby, I guess. Baby and Me, developed by 505 Games, releases Nov. 10. I'm sure Luke will review it when he gets back.
http://kotaku.com/5394621/latest-wii...ttachment-baby
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November 1st, 2009, 21:46 Posted By: wraggster
News via http://www.nintendomax.com/index.php...79&format=news
Gannon offers BootOpera, Utility for the launch of the Internet Channel Opera directly from the homebrew channel. Provided you have previously installed the Opera Internet Channel on your Wii
Quote:
bootOpera will boot the installed Opera channel for those who do not want to exit their loader to boot it. The source can easily be edited to boot installed other channels.
Source is included with the binary file.
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November 1st, 2009, 21:43 Posted By: wraggster
News via Nintendomax
Sonic Master proposes a new homebrew for the DS Metal Slug Battle. Two players compete on the same console in a duel to the death, you can choose between 4 characters, 15 maps and have 3 weapons, all left the world of Metal Slug.
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November 1st, 2009, 21:15 Posted By: wraggster
Heres an update from the Hackimii Team courtesy of Bushing and like most newsposts its better to comfrom the coder than some uninformed person posting the news:
I keep getting questions along the lines of “should I update to 4.2? Are you guys going to make a ’safe boot2 updater’?” (The answer is ‘no’, but keep reading.)
Somewhere in the noise about this most recent update the point I was trying to make got lost. Let me recap the facts:
The most recent system update was the largest update ever done — 32 titles were added or updated, and each system downloaded approximately 50MB of data.
A certain firmware graybeard tells me that, on average, 1 in 1000 updates (of any software, on any system) will fail.
The Wii performs updates atomically on a per-title basis. What this means is that the system menu downloads each title from the Nintendo Update Server and feeds the data directly to IOS/ES. As each chunk of data for a given title is downloaded, IOS writes it into /import, and then once the entire title has finished downloading, it renames the files in /import to overwrite the older version of the title (in one step, “atomically”). That rename step probably only takes a second or two for each title.
Contrary to Nintendo’s claims, an update will not start over from the beginning if interrupted. Rather, the updates will be downloaded and installed in this order: boot2, IOS of the new system menu, a new system menu, and then everything else. If the update is interrupted after (for example) the IOS is installed but before the System Menu has finished downloading, the partially downloaded System Menu will be deleted upon the next reboot. You will still be told “an update is available”, and it will restart the update — but since it won’t reinstall the same version of something that’s already there, it will skip over boot2 and the IOS and restart downloading the system menu.
Any failed update on three of those pieces (boot2, system menu, IOS) will cause the system to irreparably brick.
Any failed update on another part of the system (for example, another IOS) could either cause strange behavior (certain games won’t launch) or could cause the system to brick (if it damaged the filesystem in NAND).
As far as updating boot2 goes:
The 1-in-1000 number applies to boot2, although there are some protection mechanisms in place to try to mitigate that risk. There are two separate copies of boot2 stored in flash, and if one is corrupted, it will try to boot the other — this is the only real “safety mechanism” in the entire device.
The boot2 update code is completely separate from any other update code, and has never been used before on any retail Wiis. That does not mean it’s necessarily broken or buggy, just that it has been nearly as well-tested as any of the other updater code.
During the development of BootMii/the HackMii Installer, I ran into a bug where the ECC data was not always written when writing boot2. Let me be clear here — this is not a huge bug. It only applies to the boot2-area blockmap page, and when it happens, the effect is generally harmless — if there is a bit error in that page, it will not be detected or corrected, but there are three copies of that data in that page and boot1 will choose the best 2 out of 3. (The only real indication you will see of this is if you find the message “Ninty forgot to write spare data for page xxx” in your installer.log file after installing BootMii/boot2.) I don’t really think this will cause a system to get bricked, but it’s evidence that the code has not been thoroughly tested.
Our boot2 updater code presumably carries the same 1-in-1000 risk of failure, but a failure there will still allow at least one of the two old copies of boot2 to work. (We do something mildly clever there to avoid overwriting each copy, and to prevent problems with BC/MIOS.)
There is no benefit or pitfall to installing boot2v4, other than the fact that if you don’t install it, it will keep trying to install it whenever you update, and if you had BootMii/boot2 installed, it will overwrite it.
Various employees of Nintendo — from lowly tech support staff and forum moderators to executives — have made the claim that “most of the bricked systems were a result of other modifications to the system.” This is a lie, and I’m disappointed in Nintendo for trying to make this claim. It’s not supported by evidence — how could they possibly get that kind of statistic? (There hasn’t been time for them to get bricked units back and do much analysis, and even in the case where they do have a bricked console in their hands, there’s nothing they can do to see whether it was modified or not.) It’s not supported by logic, either — the reason why this update “kills homebrew” is because it overwrites EVERYTHING, but the same is true for unmodified Wiis. It’s not even supported anecdotally — there were comments on Nintendo’s official Tech Forums from people who had bought a new Wii that day and had it brick the first time they did their connection test and system update.
If we were to write a boot2 installer, there’s no guarantee that it would be any safer than Nintendo’s. We sincerely believe it to be safe — we’ve tested it as much as we possibly can, we have an unreasonable number of safety checks in there, and I have yet to hear of a single case of bricking in somewhere between 10-20,000 installs — but then again, I’m sure Nintendo feels the same way about their code.
The distinction here is a more subtle than “whose code is buggier”. When you run the HackMii installer and install anything we’ve written, you are taking some risk. The difference here is that
For the (say) 20,000 people that run the HackMii installer, each one of them has done so deliberately and with some goal in mind — tinkering with their system, playing homebrew games, whatever. In the case of BootMii/boot2, we even give you a strong defense against bricking your console through updates (oh, the irony). If you run into problems, you can be mad at us, you can be mad at yourselves, but at the end of the day, you took a calculated risk.
For the 55 million people who own Wiis but did not run the HackMii Installer — yet are forced to update anyway — they run the risk of bricking with no tangible benefit to them whatsoever, and no choice in the matter.
If we take this 1-in-1000 statistic of failed updates, and say that 1-in-100 of those failed updates will result in a bricked system, and then extrapolate that over the top two groups — you end up with maybe one or two homebrew-running people with bricked Wiis, and 550 unmodified, bricked Wiis. If you have one of those, go to Nintendo and ask them to fix it for free. If you haven’t updated, there’s no good reason to — other than to stop it nagging at you to update. If you do feel compelled to update, your chances of running into problems are no better and no worse than anyone else’s, and they wouldn’t be much different if we wrote the update code instead of Nintendo.
This is the reason why it’s a big deal when anyone releases a bootloader update — it’s inherently risky, and for most people, it’s not worth the risk.
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November 1st, 2009, 20:54 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13795.html
byuu has released a new version of its SNES emulator bsnes for Windows and Linux.
Quote:
bsnes v0.055 released (2009-10-31)
Happy Halloween, this release adds full Super Game Boy support ... but is it a trick, or a treat? ::cough::, lameness aside ...
The Game Boy emulation core is courtesy of gambatte, and excellent, accuracy-focused, open source, and lightning fast Game Boy Color emulator. Now I know what you´re thinking, using a Game Boy Color emulator with the Super Game Boy? The truth is, gambatte was just such an amazingly perfect fit that nothing else compared. I fully believe that even as a CGB emulator, gambatte will do a better job than any pure DMG emulator could.
The emulation of the ICD2 chip (aka the Super Game Boy) was fully reverse engineered by myself. Eventually I´ll get an updated document put up explaining how it works.
The next question might be, "why emulate the Super Game Boy when existing Game Boy emulators do?"; well, they can only simulate part of the SGB. Features such as custom SNES sound effects, hand-drawn borders, multi-tap support and custom SNES code execution can only be accomplished by a true SNES emulator. Space Invaders is perhaps the most impressive demonstration, as it contains an entire SNES game embedded inside the Game Boy cartridge.
bsnes´ SGB emulation supports virtually every command, full sound mixing from both the SNES and Game Boy sides, both BIOS revisions, etc. The only thing that is not fully functional yet is the multi-player support, but it should be in due time. Save state support is also planned for a later date.
Changelog:
added Super Game Boy emulation (thanks to gambatte for the Game Boy core)
extended hybrid scanline/cycle PPU renderer to support Mode7 register caching; fixes scanline flickering on NHL ´94 title screen
all windows (other than the main window) can be closed with the escape key now
file dialog path selection now accepts typed paths; can be used to access hidden directories and network shares
file dialog´s game information panel can now be disabled
fixed a crashing issue when the file dialog was given an invalid path
fixed screenshot capture save location
added screenshot capture option to tools menu
state manager now auto-closes when loading a state; it can be reopened quickly with F3
fixed GZip archive loading
fixed NTSC off-by-one filter bug on hires screens
extended Scale2x, LQ2x and HQ2x to properly filter hires screens
added Pixellate2x filter
http://www.byuu.org/
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October 31st, 2009, 22:34 Posted By: wraggster
News/release from sylus101
Hey everyone... I'm new to 3D on the DS so there's a lot of tweaking to do, but I'm very pleased with the results so far and wanted to see if I could draw a little feedback if at all possible. This is... I guess about 3-4 weeks starting with no knowledge of OpenGL nor modeling.
This is just an untextured/uncolored mech (with a few lights on her) walking. The mech was modeled in Blender and converted using the PLY export and a plytods conversion utility found with a google search.
DPad rotates the head and guns. I've got some bleed (not sure if it happens on hardware, my new Acekard comes on Monday) on the gun barrel but should be able to work that out. I need to test on hardware to get the poly count and might have to simplify it more and rely on textures to get it looking nicer... but time will tell.
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October 31st, 2009, 22:11 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Pimp-...1-t15902.html&
Pimp My Wii is being developed by Attila and now in version 1.3. This is a homebrew that will install the securities that are missing or outdated on your console.
QUOTE
Version 1.31:
- Switch to version 18 of the Wii Shop.
- Try 10 times to load the IOS if IOS_Reload failed.
- Indicates whether now access the full NAND (NAND access) is possible in the IOS.
- Indicates when a test if HBC is upside down because of IOS used modified.
- Now for initializing network you must press A to B to do or go offline.
- Print more errors during the downgrade of IOS15. Even with error -1017 when ES_AddTitleFinish, the downgrade can
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October 31st, 2009, 22:08 Posted By: wraggster
This really only concerns a few rather annoying site admins from the Wii Scene but rather than say nothing and let them get away with telling lies and bullyboy tactics i feel that i need to point this out.
The News of SDL MAME that i posted was from the page at WiiBrew a site that is a non drama base of the Wii Scene that does not support piracy.
So for those from other sites watching the home of the emulator seems to be http://wiibrew.org/wiki/SDL_MAME_Wii and no mention of other sites, as for dcemu getting its news from tehskeen, funny that i actually look at sites like nintendomax, wiibrew, openhandhelds archive, pspita and a heck of a lot more sites.
Dont believe the drama of a person who uses every moment to bash others and then sadly posts a suicide post to get hits.
Oh yeah forgot to mention, i would never link to tehskeen again because of the personal attacks and lies about me posting porn on tehskeen forums, anyone with a real brain would know i dont do stuff like that, can you really trust someone who tells such lies, yes in the past i was sometimes lazy with sourcing but i source everytime now so the lies continue.
Anyway sorry for that news break, back to normal news now.
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October 31st, 2009, 21:09 Posted By: wraggster
You may simply be able to chalk this one up to some freewheeling speculation and rumination, but Nintendo CEO Satoru Iwata went pretty far out on a limb in talking about the future of the company during a recent sit-down with the Financial Times, and indicated that Nintendo may just be looking outside the gaming industry for a little inspiration. Apparently, Iwata is intrigued by the Kindle "because it's a new business model in which the user doesn't bear the communications cost," which he says wouldn't "fit Nintendo customers because we make amusement products." He did go on to note though, that "in reality, if we did this it would increase the cost of the hardware, and customers would complain about Nintendo putting prices up," but said that "it is one option for the future." At the same time, however, Iwata also seemingly downplayed the short-term potential for download-only games, saying that he thinks "it will take quite a long time" for the industry to shift to them -- although he did hedge his bets somewhat by pointing out how unpredictable the games business is.
http://www.engadget.com/2009/10/30/n...odel-for-futu/
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October 31st, 2009, 01:17 Posted By: wraggster
News of a new, extra-large, extra-priced portable from Nintendo was met more with confusion than enthusiasm when it was unveiled this week.
The DSi XL has screens that are an inch bigger than the DSi, comes with a regular sized and extra large stylus and is closer to size of a netbook than it is to something you would want to squeeze into a pocket or purse.
But while Nintendo president Satoru Iwata says he envisioned the device, due to hit North America early next year for an undisclosed price, being used to expand the horizons of portable gaming from a single player experience to one enjoyed by a group, analysts and pundits don't seem to be biting.
Maybe that's because when Iwata unveiled the two-camera, two-screen DSi to the world earlier this year he said one of the prime reasons the company was rolling out the more customizable handheld was because they wanted to increase the number of their portables in a home.
The thinking went, if you put all of your music, all of your photos on your DSi and you customized it with special clocks and calculators you wouldn't want to share, you would want your own.
Now, almost exactly a year after announcing the DSi, Iwata unveiled the DSi XL, a device he says is designed specifically to do the opposite.
"Nintendo DSi LL is going to offer a new play style, where those who are surrounding the game player can also join in one way or the other to the gameplay," Iwata told analysts. "When you look at the home console video games you can understand that the fun of great games can be conveyed to and shared by those who are watching the player play."
While Iwata never really explained the seeming reversal of opinion, it is telling that unasked Iwata pointed out that the DSi XL wasn't designed just for seniors in mind. That, despite the fact that the DSi XL comes with an over-sized stylus and is pre-loaded with two Brain Training games and a Japanese dictionary.
Industry analyst Michael Pachter describes the XL as a "nice to have" but not "must have" item, one that won't drive sales.
"It appears to be geared toward people who want the latest model of every device, people who have difficulty reading, and people who can't hold a skinny stylus," he said.
But Pachter adds that he thinks that the DSi XL will eventually replace the DSi.
As for the notion of in-room collaborative gaming, Pachter doesn't see it being very successful. Instead, he says, Nintendo should concentrate on expanding their online gaming offerings, releasing more titles that allow DS and DSi owners to play online via Wifi.
Dan Ackerman, senior editor at Cnet.com, agrees.
"Communal gaming, and the very important social utility it drives, will likely come from people sharing the same experience, but on their own personal screens, like with FaceBooks games or local WiFi gaming," he said.
Nintendo was ahead of the curve in adding touchscreen technology to the DS, Ackerman points out, and he sees the increase in screen size on the DSi Xl as an acknowledgement that the iPhone and iPod Touch are becoming a juggernauts in the world of portable entertainment.
With rumors that the DSi will be getting its own video and audio chat program, another possibility for the DSi XL is that it could be used to try and tap into the same market as the increasingly popular, tiny and inexpensive netbook computers.
But Ackerman doesn't see that happening either.
"While the DS has definitely found a niche among older and other non-traditional gamers, I'm not sure it'll displace the growing popularity of Netbooks (or iPhones) as the default on-the-go entertainment/information platform," Ackerman said. "Especially as basic Netbooks fall below the $300 mark (or less with subsidized mobile broadband plans), and Netbook-friendly apps, such as Facebook games, skyrocket in popularity."
http://kotaku.com/5393593/can-bigger...rinking-market
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October 31st, 2009, 00:55 Posted By: wraggster
News via http://www.nintendomax.com/
Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.
Quote:
Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!
Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!
Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.
* Your tame creatures now have a heart beside them badges to identify them as such.
* Switching to a different res tile will no longer cause a crash. (Inu)
* Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
* Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are properly pluralized. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more significant results. (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
* Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
* Ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)
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October 31st, 2009, 00:55 Posted By: wraggster
News via http://www.nintendomax.com/
Jeff Lait offers the 112th frame of his Rogue like "Powder" for many platforms including the DS, PSP and GBA.
Quote:
Thanks go to Jonathan Buchanan Powder for porting to the Wii! Whee!
Largely this version is bug fixing. The most important bug to fix tile loading was with that made it difficult to use custom tiles. I hope I have these squashed, and the Ibson Gray tiles should now * actually * be present. In addition, Chris Lomaka has granted us some new tiles! Yay!
Thanks to Snow Leopard SDK deleting the old one and upgrade me being compling blindly on a remote mac hidden in an underground bunker somewhere, this is likely a 10.5 + only release.
* Your tame creatures now have a heart beside them badges to identify them as such.
* Switching to a different res tile will no longer cause a crash. (Inu)
* Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Gray's tiles will show up as expected. (Inu)
* Entering a level with active lava / water from a level Which has no active lava / water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space if you lack prohibited spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are properly pluralized. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more significant results. (Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
* Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick keys bind. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
* Ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)
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October 31st, 2009, 00:51 Posted By: wraggster
News via http://www.nintendomax.com/
A small update "Manic Miner The Lost Levels" by team "Headsoft" appeared this morning, a remake of the game platform Manic Miner (ZX Spectrum, 1983). Nothing on this small change but it requires some bug fixes.
Quote:
Installation
We recommend the EFS version for most people. For people exeriencing problems with the safe-show EFS should try the FAT version. This game requires a patch DLDI compatible card to play.
* EFS Version - Just copy the included ManicMinerLL.nds file to your backup card and play.
* FAT Version - MMLL Copy the folder included in the archive to the root of your sd card. Copy the ManicMinerLL.nds to anywhere on your card.
* DSTT Cards - You need to be running the DSTT v1.17a unofficial firmware available from here.
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October 31st, 2009, 00:48 Posted By: wraggster
News via http://www.nintendomax.com/
blabla offers version 3.1 of "Pokemon Mini-Game", a homebrew coded in Lua, which now includes 16 mini-games on the theme of Pokemon. Game that requires Nano Micro Lua Lua DS or DS v3 to work.
Quote:
Version 3.0! (2.65> 3.0)
It adds a mini-game called Chance Race or should be betting on a pokemon and hope he wins!
But the big news is the multiplayer mode with 3 mini-games!
I updated my homebrew! 3.0> 3.1
This version sorts all the files!
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October 31st, 2009, 00:44 Posted By: wraggster
News via http://www.nintendomax.com/
BALROG offers version 2.0 of its "Pong like" Lua-coded for the DS "PingPong". You will need the Nano Lua interpreter to run it.
quote:
Major improvements to the user:
Correction of most bugs.
-We can now be paused.
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October 31st, 2009, 00:42 Posted By: wraggster
News via http://www.nintendomax.com/
Benjani13 proposes a new version of its game coded in Lua for the DS, Mario Sokoban "which is now called" Sokoban All Stars ".
Games requiring the interpreter or Nano Micro Lua Lua.
Quote:
There is now a small menu that explains the game and keys, and another to choose your characters.
You have the choice between 37personnages from the world of Mario, Sonic and some others (link, samus ect), hence the name change of my Homebrew.
The only change in the game and we can not leave the screen and I added a few levels.
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