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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 9th, 2009, 23:07 Posted By: wraggster
A new release of the browser from the Codemii team:
Fixed issue with icons not being loaded, removing an application from the queue bug and updated meta.xml handling when updating HBB
The Homebrew Browser has been upgraded to v0.3.4. Just a few fixes as above.
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August 9th, 2009, 22:45 Posted By: wraggster
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August 9th, 2009, 12:30 Posted By: wraggster
The latest "Iwata Asks" bull session regards Punch-Out!!! - the NES original, not the Wii sequel - and it's quite revealing. Especially when designer Makoto Wada (pictured) pipes up.
Wada-san, who came aboard Nintendo right around the time the Punch-Out!!! port for the NES was being created, spills two interesting details. The first is that he created Mario as the game's referee without permission. It was just accepted.
Satoru Iwata: You could get away with a lot then. (laughs)
Shigeru Miyamoto: We didn't have an approval system when using Mario images back then and it went right past my check. (laughs)
Wada: That's why it is a slightly strange looking Mario.
The second tidbit - it sounds like he's describing a protip/easter egg that no one's known, for 22 years.
Wada: This is a great opportunity, so I have something I'd like to say. In Punch-Out!!, the game gives you a lot of hints about effective timing of punches. There is a big boxer called Bald Bull in the NES version as well and a light flashes to the right in the audience when he charges. If you punch when it flashes you will land a body blow.
Tanabe: What? Really?
Wada: No one has known about that for about 22 years…
Everyone: (laughter)
Wada: I was wondering when I would have a chance to tell people that.
Iwata: You've been holding that information for 22 years since the release. (laughs)
Wada: Now that I had the chance. (laughs) There are a lot of hidden elements in the NES version.
I do know the first time you face Bald Bull in that game, you take him out with a one-punch body blow during his charge. In fact, it's the only way to stop his charging. But I never timed it to any crowd camera flashes. Weird.
The rest of the discussion is a great read on the development of the franchise, and other early 1980s games at Nintendo.
http://kotaku.com/5333061/mario-was-...out-permission
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August 8th, 2009, 16:45 Posted By: wraggster
News via nintendomax
Sheeft us version 0.3.9 of its Phoenix Wright-like "Doctor Lord" in which you play a detective who must find a stolen object in a staggered. At this stage of development, the game is not yet fully playable but you can get an idea of gameplay.
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August 8th, 2009, 16:30 Posted By: wraggster
SquidMan has updated Neko Project II Wii to version 0.1B2. Now has modifiable controls.
Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.
This is a early version, and has few extra features. When you start Neko Project II Wii, you will be presented with a dialog to load disks. Press B to continue past this dialog.
There is 1 file that is required by Neko Project II Wii. This is the font.bmp file. It must be placed in SD:/PC98/DATA/ as font.bmp. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/. You may also store a control.xml file in SD:/PC98/DATA/ for custom control schemes.
To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!
In order to build Neko Project II Wii, you will need the latest devkitPro, libfat, and SDL libraries. You will also need to slightly patch SDL, to expose the vmode variable. I'll leave this up to you to figure out
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August 8th, 2009, 00:32 Posted By: wraggster
SquidMan has released Neko Project II Wii at version 0.1B.
Neko Project II Wii is a port of the PC-9801 (PC98) emulator, Neko Project II. It was brought to life by the fantastic progress on the SDL-Wii port by Tantric. Neko Project II was originally written by YUI.
This is a very early version, and is the bare minimum needed to play a game. When you start Neko Project II Wii, you will be presented with a dialog to load disks. Press B to continue past this dialog.
There is 1 file that is required by Neko Project II Wii. This is the font.bmp file. It must be placed in SD:/PC98/DATA/ as font.bmp. Floppy and Hard Disk images must be stored in SD:/PC98/ROMS/
To get the last built version, there is a directory on the Neko Project II Wii Git called np2hbc. Copy this to SD:/apps/ and put the files required by Neko Project II Wii on the SD card, and go!
In order to build Neko Project II Wii, you will need the latest devkitPro, libfat, and SDL libraries. You will also need to slightly patch SDL, to expose the vmode variable. I'll leave this up to you to figure out
Download Here --> http://github.com/SquidMan/np2wii/
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August 8th, 2009, 00:30 Posted By: wraggster
linus has updated Code Downloader to v1.4 :
Native Wii Code Downloader. Downloads Wiird .txt files from the Wiird code database to the sd card and renames them to the name of the game they are used for. To use the cheats in game, txt codes/cheats files must be converted into .gct format by using Wiicm or CheatManager.
Change Log
Version 1.4: Changed url to geckocodes.org, added category selection for WiiWare/VC codes, removed grrlib/libfreetype.
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August 6th, 2009, 21:57 Posted By: wraggster
News/release from maRk2512
It's a remake of an old GameBoy game. (Kwirk, A-mazing tater)
Another Update! Sorry for the lack of updates - i've a lot to do with my new house, but the end is near...
- Select your native language in titlescreen (two languages at the moment)
- Music in titlescreen.
- Soundfx during game.
This version includes only 20 maps to play.
The final version will get 136 maps!! (All maps from Kwirk, A-mazing tater and Puzzle Boy/PC-Engine)
I've made a extra nightshift to create them all.
If anyone have some better soundfx - please post a mail. Every help is hearty welcome.
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August 6th, 2009, 21:38 Posted By: wraggster
News via djdynamite123
Release from timbrug & mbloemendal
The BlueMSX-wii emulator can be started using the homebrew channel. For this purpose, the necessary files (main .dol file, icon.png and meta.xml) are released with this project. The best location for these files will be SD:/apps/bluemsx-wii/.
Except from the main .dol file, the BlueMSX-wii emulator needs some files on the SD-card. Most of the files are embedded in the .dol file and will be placed on your SD-card when the emulator is first run. These files will be placed in the directory SD:/MSX/.
Additional to these files, there needs to be a gamepack. As distributing the rom files gamepack is not 100% legal, these will not be supplied through the google code project.
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August 6th, 2009, 21:32 Posted By: wraggster
News via wii-addict
MP3 + G Player is a mp3 player that also karaoke
To use it, you will need a mp3 file and a CDG file (containing data for karaoke), while the 2 appointed with the same name.
Stick the cross can move in the menu and button B starts the selected song.
The Home button during song allows the return to menu selective songs, or you sort of homebrew
Citation
0.92 -> 0.94
------------
- Fixed a bug with the command that caused LoadCLUT not draw the beginning of some songs.
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August 6th, 2009, 21:27 Posted By: wraggster
News via wii-addict
ShootMii is developed by denisgeorge666 and the rest of his team, it is a 2D shoot game has 2 players with tanks.
Citation
What's New?
Smoklet-added
-Influence of wind on smoklets.
Angle of the Sun-random at the beginning of each part
-Taking into account the drop (impact (proportional to the distance of the explosion) + shooting)
-Adding the Timer class and start the conversion.
-Elliptic trajectory of the sun
-Adding the logo and description for the Homebrew Channel
Changing file-meta.xml
Other bugs fixed
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August 6th, 2009, 21:24 Posted By: wraggster
News via wii-addict
Silver.nux has updated its games mystery number, simply press the + or - to discover the mystery ... it does remind you anything? Quote Version 1.2-Added a counter-turn
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August 6th, 2009, 21:17 Posted By: wraggster
mdbrim has updated Wii Double Down to v1.2
Wii Double Down is a simple blackjack game for the Wii.
This will probably be the last version released before a major overhaul of the graphics is performed... then comes the rest of the casino games.
The object of blackjack is to get a higher card total than the dealer, but without going over 21.
Change Log
v1.2
Added Nunchuk and Classic Controller support
Added SPLIT Option
Changed interface of BET buttons
Added Random Table Color Option
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August 6th, 2009, 20:08 Posted By: wraggster
Researchers from The University of Tokyo have demoed a touchable hologram at Siggraph 2009. The project, called Touchable Holography, involves the use of Wiimotes placed above the display to track hand motion, and an airborne ultrasound tactile display created in the university's lab to create the sensation of touch. The result is a holographic image that produces tactile feedback without any actual touching, and without degrading the image itself. Check out the video after the break for a fuller, more stunning explanation.
http://www.engadget.com/2009/08/06/t...n-of-touch-to/
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August 6th, 2009, 16:47 Posted By: wraggster
Over 500,000 copies of Wii Sports Resort were sold in the US during the game's first eight days on sale, according to Nintendo figures.
The game, which comes packaged with the new Wii MotionPlus accessory, reached the landmark figure on August 3, eight days after its US launch on July 26.
"Through Monday we sold one copy of Wii Sports Resort roughly every 1.5 seconds continuously since it launched in the United States," said Cammie Dunaway, Nintendo of America’s executive VP of sales & marketing. "This tells us consumers were eagerly waiting to get their hands on these fun activities, and it's a great start for a game that will have long-lasting appeal."
Since being released in the UK on July 24, the game has been at the top of the all-format chart with second week sales growing on first week ones by six per cent.
http://www.gamesindustry.biz/article...-million-in-us
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August 6th, 2009, 16:44 Posted By: wraggster
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