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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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August 22nd, 2009, 13:20 Posted By: wraggster
News from the GC Linux team (on their version of Linux for the Wii)
Look mommy, no wires!
Look mommy, no wires! The third preview version of the 'mini' kernel now (finally!) includes initial support for the Nintendo Wii WLAN daughter card. A small article about how to setup a wifi connection under Debian (whiite) is also available. Thanks to those who didn't let this feature fall into oblivion... Enjoy! ;-P
Details --> http://www.gc-linux.org/wiki/Main_Page
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August 22nd, 2009, 13:18 Posted By: wraggster
Profetylen has released Achtung Wii Kurve v1.1a
Achtung Wii Kurve is a clone of the computer game Achtung Die Kurve (http://en.wikipedia.org/wiki/Achtung_die_kurve). It differs in that it has a lot of customization- and control options and actually includes music, sounds and an AI. The game supports up to 12 players.
The objective of the game is to survive as long as you can by making sure your curve doesn't hit a wall or another curve. As you move you leave a trace behind you which noone can pass through except at tiny holes that regularly appears in the curve.
The controls are displayed in the game.
v1.1a - 22 August 2009
Fixed a bug that made curves die when travelling in certain directions (approximately 75 % of the directions)
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August 22nd, 2009, 12:48 Posted By: wraggster
News via http://emu-russia.net/en/
SNES emulator has been updated recently. Changes:
- Optimized S-PPU emulation, provides a ~10-15% speedup in normal games;
- Cleaned up cheat editor user interface;
- Added save state and export data path selections;
- Added workaround for a strange issue that caused PAL games to run at 60 fps sometimes;
- Fixed sprite caching issue; fixes SD F-1 Grand Prix;
- Fixed PPUcounter reset issue; fixes Bishoujo Janshi Suchie-Pai [Jonas Quinn];
- Fixed scaling on scanline, Scale2x, LQ2x and HQ2x on hires and interlace screens;
- Fixed sizeof(bool) serialization issue for PowerPC architecture [Richard Bannister];
- Fixed cheat code sort ordering;
- Fixed a bug with centering in fullscreen mode;
- Fixed an audio pitch bug when changing frequency;
- Fixed a volume adjust bug when frequency was exactly 32000hz;
- Fixed X-video RGB rendering bugs [thanks to tukuyomi for testing];
- Fixed a file open dialog issue on Linux when using QGtkStyle [jensbw];
- Fixed a memory corruption issue involving QApplication::main() [giovannibajo];
- Added a preliminary debugger (disabled in binary releases due to associated speed hit);
- Added S-CPU and S-SMP stepping and tracing support;
- Added read/write/execute breakpoint support;
- Added memory editor (currently it can only view memory);
- Various code cleanup work, as usual (note: the debugger code is messy, as it is in-progress).
http://byuu.org/
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August 22nd, 2009, 12:30 Posted By: wraggster
Readers, don't act like you're appalled that this mod consists entirely of an old iPod shuffle shoved into the battery compartment of a Wiimote game controller. If anything, you should be amused that this mod consists entirely of an old iPod shuffle KIRF shoved into the battery compartment of a Wiimote game controller. See for yourself after the break.
http://www.engadget.com/2009/08/21/w...calls-it-a-da/
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August 22nd, 2009, 12:29 Posted By: wraggster
It took the Big N right around a year to actually ship its Wii MotionPlus dongle after first showing it off at E3 2008, and now we're curious to know if you think the wait was worth it. We've already spilled our deepest, darkest thoughts on the $20 add-on accessory, but now that Wii Sports Resort is out (and still firmly lodged within your Wii's optical drive), we just can't wait another second to hear from end users. Are you pleased with the additional sensing capabilities? Has it enhanced your gameplay as you thought it would? What aspects would you like to see changed? You just paid a Jackson for a brick that attaches to your perfectly functional Wiimote -- don't miss your chance to pick it apart.
http://www.engadget.com/2009/08/22/h...onplus-add-on/
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August 22nd, 2009, 02:23 Posted By: wraggster
news via wiiaddict
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August 22nd, 2009, 02:18 Posted By: wraggster
denisgeorge666, Altarfinch have updated their Worms clone for the Wii.
Quote:
- Bonuses caught are placed in the slot of the player
- Adding the B button icon (to the home page)
- Bug-bonus not retained resolved - use instant bonus (hearts, potions ...)
- Gauge fury is tinged with red and gradually turn into fury mode
- When a missile is outside the screen, we know its direction and angle
- When a missile is outside the screen, we know its direction and angle
- When a missile is out of the screen it appears in a tooltip giving the direction of the munition.
- Crossfade -apparition/disparition transparent bubble followed by a bullet
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August 22nd, 2009, 02:14 Posted By: wraggster
Freezy has released Chunk Munch v0.6
A simple yet addictive game, just point and click on two or more connected and identical 'chunks' to 'munch' them up.
This game supports users creating their own look for the game, see the Skinning support for more info, or just take a look at the examples shipped with the game.
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August 22nd, 2009, 02:08 Posted By: wraggster
Profetylen has released Achtung Wii Kurve v1.1
Achtung Wii Kurve is a clone of the computer game Achtung Die Kurve (http://en.wikipedia.org/wiki/Achtung_die_kurve). It differs in that it has a lot of customization- and control options and actually includes music, sounds and an AI. The game supports up to 12 players.
The objective of the game is to survive as long as you can by making sure your curve doesn't hit a wall or another curve. As you move you leave a trace behind you which noone can pass through except at tiny holes that regularly appears in the curve.
The controls are displayed in the game.
Release log
v1.0 - 29 June 2009
Initial Release
v1.1 - 21 August 2009
Added support for the balance board (untested, but hopefully works)
Rewrote the menu
Added option to save the preferences (provided that the folder Achtung_Wii_Kurve lies in the root of your SD card)
Added option to remove borders like in Snake 2
Fixed so that the passing-through bug occurs more seldom
Fixed a bug in the AI (which makes it much less willing to kamikaze)
Changed the logo
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August 22nd, 2009, 02:00 Posted By: wraggster
News from Bushing
Most of you probably remember our infamous attempt to open a line of communication with Nintendo. We chose that bug because a previous attempt at communication had failed — we had thought that them fixing the strncmp bug in the System Menu’s IOS could cause the system menu to brick when it tried to load the banner for the Homebrew Channel. I emailed them about that in March, 2008 (right after IOS37 was released), and never got a response. Thinking maybe I’d failed to find the right email address, we tried again with another bug. We chose that bug because
We could position it as a piracy-related concern, and Nintendo has some channels for reporting piracy
We didn’t really care if they fixed the bug, since it wasn’t really that useful for legitimate homebrew
There was probably not much they could do to fix it, anyway, since it was more of a design flaw
The bug (as we intended to report it) wasn’t so much that you could poke a register to enable DVD video mode:
#define HW_DIFLAGS 0x0d800180
set32(HW_DIFLAGS, 0x200000);… it was that you could just set a bit in the TMD (in the “access rights” field) and it would let you send DVD video commands. You didn’t even need to patch IOS! If you set that bit in your TMD, when your title gets launched, ES reads the “access rights” field (offset 0×1d8) and checks a couple of bits. If bit 1 is set, it opens /dev/di and calls ioctl 0×8E, which in turns calls syscall 0×50, which does the above register poke. This seems to set some state in the DI controller chunk of the Starlet that allows DVD video commands to go through. This is how DVDX works — that bit is set in the TMD for DVDX and that makes the magic happen.
All of this is more or less academic, because if you can forge a signature to modify the TMD, then you can just patch the content of IOS — and that’s what most people (everyone else) did. We think our approach is cleaner, but oh well.
http://hackmii.com/2009/08/of-tmds-and-hardware/
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August 21st, 2009, 16:32 Posted By: wraggster
Nintendo is to begin a new DSiWare initiative to attract indie developers to the channel, in a move that sounds similar to Sony's just-announced PSP Minis incentive for the updated PSN.
Like Minis, Nintendo's new programme will make it easier for smaller developers to publish their own content through the company's existing DSiWare channel, according to a report by Pocket Gamer.
The current pricing structure for the channel will remain in place, with games costing 200, 500 or 900 Nintendo points (between USD 2 and USD 9). However, Nintendo will, to a degree, control the prices developers set for their games, by charging royalty rates according to the size of a game. The larger the game's file size, the higher the royalties devs will be charged; an attempt to encourage smaller, simpler titles to be sold at the lower price point.
DSiWare support to date has been patchy, with few third-parties creating notable titles for download on the system.
At Gamescom this week, Sony announced its own new initiative targeted at attracting new talent to the PSP in the form of PSP Minis - digital games limited to a size of 100MB - which the company says will enable new developers to work with the system.
15 of these Minis games are due to launch on PSN on October 1, while 50 more are planned before the year's end.
http://www.gamesindustry.biz/article...ware-incentive
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August 21st, 2009, 13:04 Posted By: wraggster
smealum has updated his entry into the Neoflash Summer 2009 coding comp:
Nickname: Smealum and Lobo
Project name : DawnSeekers
From : France/USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Dawnseekers
Dawnseekers is a full 3D first person shooter for the Nintendo DS coded by myself, smealum, and with graphics made by Lobo.
This is a demo featuring two maps, two weapons and 4 different enemy types. It features a somewhat advanced 3D engine which can not only render very big and detailed maps, but also multiple enemies on screen at once, with some lighting effects (in the demo though, i didn't have enough time to really get the lighting effects to work at their full potential again, sorry for the inconvenience). I wrote most of the code, with the exception of the base of my MD2 loader, which was first coded by the owner of tfc.duke.free.fr, then reused by Payk then finally reoptimized by myself (it can render up to four time faster now).
As far as gameplay goes, it's a rather classic FPS; the goal is to kill without getting killed and to get to the end of each level. There is a backstory that I wrote, but I didn't have time to implement the story telling elements into the demo unfortunately.
Here are the controls :
D-PAD / ABXY to move
R/L to shoot
Stylus to aim/change weapons (only the pistol and machine gun are available at the moment)
Select to open doors (this is very important)
Start to pause (less important. )
Since there are only two maps, there wasn't much of a point in having a saving system, so instead Play launches map1, and load launches map2. It's also possible to access map2 by completing map1, without having to use the menu.
That's probably about it. Both lobo and I have worked very hard for this to happen, so please enjoy.
NOTE : this game was developped with an M3 DS Simply. Unfortunately, I can not guarantee it will work on every other flashcard. This game doesn't save anything on your card, so there shouldn't be any problems, but if there are, it's your fault, not mine.
Updated Text
An update ! I'm posting it here because I have the right to update as long as it's the 20th somewhere in the world, which it is right now. After that, no updates will be posted here.
Anyway, this update adds/changes :
- very big AI improvement (better animations, more coherent behaviour, harder to kill)
- blood stain is gone ! we replaced it with a directional damage indicator, as SwedishFish suggested. It's non-intruisive and gives you information on where the enemy shooting you is, that's better in every way !
- the player is no longer a midget, his height has been adjusted
- doors can now be opened by taping the little button in the lower right corner of the touch screen.
Since the AI is now smarter, I rebalanced the game; health packs now give 30 hp back, enemies only take 4hp away each time they hit you, and they shoot less often. However, they can now shoot while running or strafing, so beware !
Scientists on the other hand are still as scared when they see you, and still won't lift a finger even if you kill all their allies.
I think that's it. So everyone who has posted Dawnseekers on a news website, please also post the update, as the new features are important I think. The link hasn't changed, i've replaced the file.
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August 21st, 2009, 12:59 Posted By: wraggster
Gemesis has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: GEMISIS and PrinceGohan
Project name : Alien Puzzle
From : USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Alien Puzzle
An alien puzzle game, the goal is to get as many points as possible and get to the finish. The catch: you can't stop moving.
Installation
Place the data folder in the root directory of your flash card, then run the rom
Controls
Use the control pad to move. Press play to load the default levels, press start to load custom levels from the data/pgg/custom/levels folder.
Level Format
Example(Included with the game):
pgg.txt:
0 0 0 0 0 0 0 0 0 3 0 0 0 0 0 0
0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 0 0 0 0 0 0 0 0 0 0 1 2 0
1 0 3 1 0 0 1 1 1 1 1 0 0 1 2 0
1 32 0 2 1 1 0 2 2 2 0 0 0 1 2 0
1 0 0 0 1 1 2 0 0 0 0 0 0 1 2 0
1 0 0 0 1 1 2 0 4 0 0 0 0 1 0 0
1 2 5 1 0 1 2 0 0 0 0 0 0 1 2 0
1 1 1 0 0 1 2 0 2 2 1 0 0 1 2 0
1 0 0 0 0 1 2 0 0 2 1 0 0 1 2 0
1 0 0 0 0 1 0 2 2 2 1 0 0 0 0 0
1 0 0 0 0 0 1 1 1 1 1 3 3 1 2 0
How to make a level:
Put the corresponding numbers in the corresponding area and then save it to a .txt file in data/pgg/custom/levels and it will appear in the file browser. You can use notepad to make the levels, and maybe other text editors (haven't tried any others). Picture those numbers as the DS screen, with each number represent an 16X16 spot on the screen. The definition of each number is below.
Custom Level Number Definitions:
-1 represents the player's starting position
Limit per level: 1
0's represent blank spots
Limit per level: none
1's represent walls
Limit per level: 60
2's represent points
Limit per level: 60
3's represent bombs
Limit per level: 60
a 4 represents the 1st portal
Limit per level: 1
a 5 represents the 2nd portal
Limit per level: 1
a 32 represents the end of level teleporter
Limit per level: 1
List of stuff:
Points: the brown fossils, these give you points
Picture:
Bombs: the white bomb sprites, these will kill you
Picture:
Blue Polygons: these are teleporters, the one with the F is the end of level teleporter, the other two you can use to move. But only one works, and you have to figure out which one
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August 21st, 2009, 01:45 Posted By: wraggster
leinad has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: leinad (a.k.a. n00bey)
Project name: Bouncy Marble
From: Germany
Division: NDS GAME
Original entry: NO
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Project description: You are steering a marble with the goal to "climb" up an tower as high as possible
(Maybe some of you know Icy Tower, its ment to be a Remake of it)
Features:
- Its possible to save and view Replays of a game
- Online highscore list (TOP100) for all three categories.
- With every highscore entry, the replay file is also send. So you can watch replays of online-highscores
- In the background music from a selection of 50 .mods is played.
- Much eyecandy, lol
NOTE: In some earlier testing phase the music-player freezed from time to time. I dont know if the problem still exist, but just in case: By doubletapping a shoulderbutton (R or L) you switch to the next soundfile.
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August 21st, 2009, 01:34 Posted By: wraggster
smealum has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: Smealum and Lobo
Project name : DawnSeekers
From : France/USA
Division : NDS GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Dawnseekers
Dawnseekers is a full 3D first person shooter for the Nintendo DS coded by myself, smealum, and with graphics made by Lobo.
This is a demo featuring two maps, two weapons and 4 different enemy types. It features a somewhat advanced 3D engine which can not only render very big and detailed maps, but also multiple enemies on screen at once, with some lighting effects (in the demo though, i didn't have enough time to really get the lighting effects to work at their full potential again, sorry for the inconvenience). I wrote most of the code, with the exception of the base of my MD2 loader, which was first coded by the owner of tfc.duke.free.fr, then reused by Payk then finally reoptimized by myself (it can render up to four time faster now).
As far as gameplay goes, it's a rather classic FPS; the goal is to kill without getting killed and to get to the end of each level. There is a backstory that I wrote, but I didn't have time to implement the story telling elements into the demo unfortunately.
Here are the controls :
D-PAD / ABXY to move
R/L to shoot
Stylus to aim/change weapons (only the pistol and machine gun are available at the moment)
Select to open doors (this is very important)
Start to pause (less important. )
Since there are only two maps, there wasn't much of a point in having a saving system, so instead Play launches map1, and load launches map2. It's also possible to access map2 by completing map1, without having to use the menu.
That's probably about it. Both lobo and I have worked very hard for this to happen, so please enjoy.
NOTE : this game was developped with an M3 DS Simply. Unfortunately, I can not guarantee it will work on every other flashcard. This game doesn't save anything on your card, so there shouldn't be any problems, but if there are, it's your fault, not mine.
Download Here and Give Feedback Via Comments
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August 20th, 2009, 23:52 Posted By: wraggster
News via http://emu-russia.net/en/
Video plugin for N64 emulators has been updated. Changes:
1. Glide64 (the plugin)
- As usual, tons of fixes in many games. It's impossible to list them all.
- New microcode implemented: "zSort". All games and demos based on this microcode now work.
- New user interface layout. All settings are now in one interface, including wrapper settings.
- 3 screen shot formats: BMP, PNG, JPEG.
- 3 screen aspect modes: 4:3, 16:9, Stretch.
2. GlideHQ (the texture enhancer)
- Bugfixes and optimizations.
- Added "Store" mode to cache all textures without modifications. Since texture cache is persistent and automatically loaded with the game, it improves plugin's performance as N64 textures must be converted into an internal format only once.
3. Glitch64 (the glide wrapper)
- Removed user interface.
- Removed support for old cards. Your video card MUST support shaders.
- Removed obsolete options.
- Bugfixes and optimizations.
http://glide64.emuxhaven.net/
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August 20th, 2009, 23:47 Posted By: wraggster
New from Divineo China
Change the style of your Nintendo DSi with XCM Eye Candy Shell, available in various different colors. Install with supplied tools for your own custom look.
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