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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
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THE LATEST NEWS BELOW
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May 2nd, 2009, 23:24 Posted By: wraggster
Warner Bros. Interactive Entertainment has announced its exclusive agreement to acquire, publish and distribute Scribblenauts, a revolutionary original IP for Nintendo DS. Created and being developed by 5TH Cell, the game, available in fall 2009, will deliver a completely new, innovative gameplay experience. Scribblenauts offers a sandbox style game for all-age fun with two styles of gameplay and more than 200 levels.
"Scribblenauts is a fresh and inventive game offering players of all ages a chance to experiment and use their imagination in a really fun handheld gaming experience," said Samantha Ryan, Senior Vice President, Production and Development, Warner Bros. Interactive Entertainment. "5TH Cell has a tradition of developing high-quality, innovative games such as Drawn to Life and Lock's Quest, and we're very pleased to work with them on Scribblenauts."
"We're excited to be working with Warner Bros. Interactive Entertainment to bring Scribblenauts to a wide range of gamers, so they can play something they've never experienced anywhere else," said Jeremiah Slaczka, Creative Director and Co-Owner of 5TH Cell. "Scribblenauts is our biggest DS title to date and the culmination of our design knowledge and past experience creating original games."
In Scribblenauts, the player uses the Nintendo DS touch-screen to help his character, Maxwell, acquire the starite in each level by solving a series of puzzles. The twist is, in order to solve the puzzle, the player uses the stylus and notepad to write down the word for any object that comes to mind in order to reach the goal. Every object behaves as it would in the real world, and the player can combine countless objects together to create completely new behaviors. Every level has more than one written object to use as a solution, opening up the game to unlimited replay.
We'll have a whole lot more on Scribblenauts as development continues, starting with a new interview with Miah later today.
http://uk.ds.ign.com/articles/978/978767p1.html
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May 2nd, 2009, 23:13 Posted By: wraggster
Kuwanger has released a new version of his version of Goomba the Gameboy Emulator for the GBA:
I've just noticed an odd bug with my fork of Goomba. For some reason, whenever Super Mario Land starts up, the palette is messed up. This bug is apparently at least as old as my v2.32 fork (and probably earlier).
So, I've updated my fork to (hopefully) fix the problem by fixing custom palette loading.
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May 2nd, 2009, 23:05 Posted By: wraggster
FrozenCow has released Wii Device Library v1.2 :
Wii Device Library is a cross platform C# class library that provides an interface to various Wii related devices, like the Wiimote, Classic Controller, Nunchuk and Balance Board.
It’s possible to use Wii devices like the Wiimote or Balance Board with your computer. All you need besides one of these devices is some kind of bluetooth device. This could either be a bluetooth dongle or bluetooth built into your pc or laptop.
When using the Wii Device Library you don’t have to worry about all the bluetooth stuff, you can just access your device of choice through a simple and intuitive interface. Also new Wii devices and extensions can be implemented by this interface without recompiling Wii Device Library.
Another nice feature is the ability to scan for Wii devices through bluetooth and connect to them when they are available. This makes it possible to automatically connect to Wii devices when they are syncing. It uses the libraries of several bluetooth stacks to scan, connect and communicate with the Wii devices. Also this part of the library can be extended with support for more bluetooth stacks and/or operating systems.
Supported Wii devices
Wiimote
Nunchuk
Classic Controller
Guitar
Balance Board
Supported bluetooth stacks
Microsoft bluetooth
BlueSoleil
BlueZ
Features
A simple and intuitive programming interface.
The ability to scan and connect to Wii devices.
Wiimote extension support with a wide range of implemented extensions.
Support for multiple stacks.
The ability to extend the library to support more Wiimote extensions, devices and stacks.
http://wiibrew.org/wiki/Wii_Device_Library
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May 2nd, 2009, 23:03 Posted By: wraggster
Piko has released Quake Wii Piko GX 0.07
A branch of Eluan's QuakeGX port
Piko GX 0.07
The player skins will be set to the ranger's default skin, until I can get player colors working correctly.
Bug fixes.
Piko GX 0.06
Gamecube controller enabled, no default bindings.
Classic controller enabled, no default bindings.
Improved controller input detection.
Configurations will be saved.
Input code clean up.
Bug fixes.
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May 2nd, 2009, 23:00 Posted By: wraggster
Xeron has released Giddy 3 1.4 :
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May 2nd, 2009, 22:53 Posted By: wraggster
XSEED Games today announced that Valhalla Knights: Eldar Saga for Wii is currently in development and scheduled for release in North America in summer 2009. Valhalla Knights: Eldar Saga is the third installment of the popular action RPG and marks the first time the title will be available on a home console. The Valhalla Knights series has previously been available on the PlayStation?Portable system.
Enter into an epic tale that has endured for generations and generations. For centuries the land of Eldar has been synonymous with chaos and destruction; a place where monsters prey freely and demons wreak havoc, indiscriminate in their attacks. Legend tells of how, ages past, a being known as the Spirit King gained control of the creatures and waged an unrelenting war upon civilization. Order and life were brought to the brink of destruction, but an alliance of the four races was able to drive them back and seal the evil. Centuries have passed since that time, but once again the lands are slowly being overrun by the reemerging monsters. With the continent giving way to madness, a hero must come forth to reunite the races and confront the relentless enemy. And so the saga continues…
"We are looking forward to delivering the Valhalla Knights series to console gamers," said Jun Iwasaki, President of XSEED Games. "Eldar Saga is a fantastic extension of the Valhalla Knights world/universe/story, and will offer a unique and engaging experience that is sure to please the Wii fans."
Valhalla Knights: Eldar Saga is an action RPG available exclusively on Wii. It is the follow up title to the original Valhalla Knights and Valhalla Knights 2, and expands upon the series by introducing a new online feature that allows two players to adventure through the land of Eldar co-operatively. Valhalla Knights: Eldar Saga continues the series trademark of no random encounters while updating the real-time battle system to now include battles taking place on the world map instead of a separate battle screen for a seamless experience.
XSEED Games partnered with Marvelous Entertainment USA to secure the North America rights to publish and distribute Valhalla Knights: Eldar Saga. This title is being developed by K2 and KUROGANE and will be available during summer 2009 exclusively for Wii.
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May 2nd, 2009, 22:44 Posted By: wraggster
Aside from releasing a few games on the Virtual Console, Atlus Japan hasn’t done much with digital distribution. Covertly, they were working onItsudemo Purikura Kiradeko Premium for DSiWare. Yes, that DSiWare sticker photo app.
Nintendo asked Atlus, who was a cornerstone in the print club explosion, to create this title for DSiWare. One of the programmers who worked on Growlanser and Shin Megami Tensei: Devil Survivor actually programmed Itsudemo Purikura Kiradeko Premium. Atlus didn’t do all of the work. Nintendo assisted with the background music, but Atlus played a key role bringing blinged out frames to DSiWare.
Now that Atlus has experience with DSiWare what will their next project be? Meanwhile, Atlus USA will make their digital distribution debut with Droplitz.
http://www.siliconera.com/2009/05/01...are-developer/
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May 2nd, 2009, 22:26 Posted By: wraggster
High Voltage, the studio behind the (latest) bacon-saver for Wii core gamers, The Conduit, says his house will show off two more Wii exclusives at E3, capable of five dozen onscreen foes, minimum.
HV exec Eric Nofsinger says they'll be showing "two big ones" at E3 - no, not that - both of them FPSes like The Conduit. In an interview with the French site Nintendo Master, he said High Voltage is looking "to do some things that are very, very rare, even on the 360 or PS3."
Some of the things we're doing with sheer number of enemies onscreen and things like that are very impressive. We've got a demo that we'll be showing, where the average number of enemies on the screen at a given time is 65. And it goes up. There's areas where you go onto a vista and there's an incredible number of enemies.
I'm not sure that 65 on-screen enemies, on average, is all that "rare" for the PlayStation 3 or Xbox 360, which can handle multiple hundreds. Hell, MAG is gonna do 256 of them in multiplayer. But Nofsinger almost certainly is being mindful of the disappointment in Dead Rising: Chop Til You Drop's comparatively sparse zombie horde.
http://kotaku.com/5237030/high-volta...screen-enemies
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May 1st, 2009, 19:07 Posted By: wraggster
Electronic Arts is pushing the DS not just in the West, but in the East as well, where EA Japan has just announced an original action adventure game for the system. The game is called Shonen Kininden Tsumuji and promises ninja action set in dungeons.
You take control of Tsumuji, a young ninja in training. One day, a mysterious group of ninjas attacks the mountain retreat of Tsumuji, his family, and his childhood friend Momo. It's up to Tsumuji to save the bunch, making use of a large shuriken known as "Senpuuki."
Actual gameplay details are scarce, but we know you'll be exploring dungeons and using the stylus to guide Tsumuji in fights against ninja foes. There also appears to be be somewhat of a collection component to the game, as EA says you'll have to gather "secrets" from hidden places, like under floors and behind walls.
We have a feeling information should be forthcoming on Shonen Kininden Tsumuji shortly, however, as the game has already appeared in playable form. EA showed the game in January at Japan's World Hobby Fair event, but asked the Japanese media to refrain from speaking about it. The title will be reappearing this weekend at a Coro Coro Comics sponsored event at the Suzuka Circuit raceway. This hopefully means official details will follow through the usual Japanese sources like Famitsu.
For now, we have just one piece of artwork for you. Take a long look, and wonder what a Japanese EA game will be like.
http://uk.ds.ign.com/articles/978/978703p1.html
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May 1st, 2009, 19:05 Posted By: wraggster
FluBBa has released his first Emulator for the DS and its of the arcade game Green Beret.
heres the details:
I've finaly got my thumb out and "finnished up" my first DS emulator
It plays Green Beret and Green Beret alone.
To make it work you have DLDI patch the .nds file first and then create a gberet folder on your card, either in the root of the card or in the data folder in the root. Now put the unzipped rom files in the gberet folder.
I'm very interested in how this works on different cards, or if you can make it work at all. The .nds file is prepatched for DS-X cards.
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May 1st, 2009, 18:59 Posted By: wraggster
Copper continued to improve its emulator roms MAME Game PAC MAN and 60 other similar games, "DS PACK.
Reminder:
Pack-DS emulates up to 60 MAME roms in. Zip.
-The resource pack contains screenshots, cabinets, flyers, marquees to copy in the same place as your ROM.
-The pack contains the png images as well as a batch to convert them into resources compatible with the emulator.
Quote:
* I switched the arrows keys and the L / R. ...
* That said cyclo ds evolution using L / R to change the page (and I still find it more logical), but good because I use more my AceKard 2i to test at this time ... To see so if more people prefer the old keys, it is not excluded that I spare again ....
* I took the opportunity to improve the reset, I do save the hi-score until it has actually changed (which accelerates the return to the menu otherwise) and I cut the sound before the backup which should avoid unpleasant noise ...
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May 1st, 2009, 18:38 Posted By: wraggster
Piko has released Piko's QuakeGX 0.05:
Piko GX 0.05
Fixed compatibility bugs with libogc 1.7.*.
TCP Client enabled, thanks Q1Rev.
Better nun chuck controls.
Shouldn't need nun chuck reattached to be detected.
Removed old file system access methods.
Bug fixes.
Bugs
Configuration file doesn't save
Gamecube controller disabled, until final input reorganization.
Skins in multi player do not render.
Crashes on exit some times.
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May 1st, 2009, 18:36 Posted By: wraggster
Tantric has released Super Mario War Wii 1.1:
This is a port of Super Mario War to the Wii, using SDL Wii. It should be fully functional (with the exception of netplay - which requires someone (hint) to port SDL_Net). To make this port possible, I've had to rewrite significant portions of SDL Wii, particularly a complete re-write of the file, video, and sound systems. However, I'm hoping this work will encourage other developers to port more SDL-based games and applications to the Wii.
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May 1st, 2009, 17:42 Posted By: wraggster
The GBA Emulator for Wii and Gamecube has been updated, heres the details:
A Game Boy/Game Boy Color/Game Boy Advance emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
SRAM and State saving
IPS/UPS/PPF patch support
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Compatiblity based on VBA-M r847
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Turbo speed, video zooming, widescreen, and unfiltered video options
[2.0.1 - April 30, 2009]
* Multiple state saves now working
* Built with more stable libogc/libfat
* Fixed settings saving glitches
* Fixed Mortal Kombat GameCube controller bug
* Fixed Zelda DX palette bug
* Fixed Harry Potter 1-3 keyboard bug
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May 1st, 2009, 17:42 Posted By: wraggster
The GBA Emulator for Wii and Gamecube has been updated, heres the details:
A Game Boy/Game Boy Color/Game Boy Advance emulator based on VBA-M, ported to the Wii and GameCube. The code is a continuation of Softdev and emu_kidid's efforts, and uses libogc and devkitppc.
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
SRAM and State saving
IPS/UPS/PPF patch support
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Compatiblity based on VBA-M r847
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Turbo speed, video zooming, widescreen, and unfiltered video options
[2.0.1 - April 30, 2009]
* Multiple state saves now working
* Built with more stable libogc/libfat
* Fixed settings saving glitches
* Fixed Mortal Kombat GameCube controller bug
* Fixed Zelda DX palette bug
* Fixed Harry Potter 1-3 keyboard bug
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May 1st, 2009, 17:39 Posted By: wraggster
The Snes Emulator for Gamecube and Wii has been updated again, heres the details:
A Super Nintendo emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Features
Based on Snes9x 1.51 - superior ROM compatibility
Wiimote, Nunchuk, Classic, and Gamecube controller support
SNES Superscope, Mouse, Justifier support
Cheat support
Auto Load/Save Game Snapshots and SRAM
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Autodetect PAL/NTSC
16:9 widescreen support
Open Source!
[4.0.4 - April 30, 2009]
* Improved scrollbar
* Built with more stable libogc/libfat
* Fixed rumble bug in filebrowser
* Added confirmation prompts
* Fixed settings saving glitches
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May 1st, 2009, 17:39 Posted By: wraggster
The Snes Emulator for Gamecube and Wii has been updated again, heres the details:
A Super Nintendo emulator based on Snes9x, ported to the Wii and GameCube. The code is a continuation of Softdev and Crunchy2's efforts, and uses libogc and devkitppc.
Features
Based on Snes9x 1.51 - superior ROM compatibility
Wiimote, Nunchuk, Classic, and Gamecube controller support
SNES Superscope, Mouse, Justifier support
Cheat support
Auto Load/Save Game Snapshots and SRAM
Custom controller configurations
SD, USB, DVD, SMB, GC Memory Card, Zip, and 7z support
Autodetect PAL/NTSC
16:9 widescreen support
Open Source!
[4.0.4 - April 30, 2009]
* Improved scrollbar
* Built with more stable libogc/libfat
* Fixed rumble bug in filebrowser
* Added confirmation prompts
* Fixed settings saving glitches
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May 1st, 2009, 17:36 Posted By: wraggster
New details about the game coming soon to Wii and DS:
Split-Screen Race
In this mode, two players race to see who can finish the stage in the shortest amount of time. Obstacles such as rotating platforms, butterfly platforms and Meemoos will attempt to slow the player and knock off his or her meteors, and each level is more challenging than the last, with faster falling meteors, more obstacles and larger stages. Along with the obstacles in the stage, players will gain power ups to use against one another as the match progresses, some power-ups include: summoning Meemoos, covering your opponent's screens in frost and placing parachutes on their falling meteors, slowing them down considerably. The winner is declared when one player reaches the bottom platform and clears all of their meteors or, if the other player fills up their lose meter.
Party Mode
This mode supports up to four players in total. Players work together to complete a stage and continue on to the next. During a stage, players have the ability to catch butterflies and throw hammers; the difference here is that players will randomly be selected to control different platforms during a stage, which will be indicated by their profile picture next to the active platform. Though this mode is all about teamwork, everyone's scores are separate, and at the end of each stage all players' scores will be tallied and the one with the highest score will be "crowned" the winner of that stage.
Story Mode
You are able to play with up to four players in Story Mode. Only the first player will be able to rotate platforms while the others are able to catch butterflies and throw hammers. During skydiving levels, all players control their own characters as they try to collect as many meteors as the can while avoiding Meemoos and other obstacles as they make their descent.
Roogoo Attack! Multiplayer
Roogoo Attack! features a single multiplayer mode - the Split-Screen Race. The basic gameplay follows the same format as Roogoo Twisted Towers, but with some key differences. Roogoo Attack! can accommodate up to four players. Also, players don't gain power-ups by making combinations and completing their meteors, but instead by collecting electric blue stars. The blue stars will give players special attack abilities that they can use to foil their adversaries. Also, like in Roogoo Twisted Towers players still win by reaching the bottom platform and clearing all their meteors, but now in Roogoo Attack! Multiplayer they no longer have to worry about losing too many meteors. The lose meter has been removed and players can put their full concentration into using speed to win the match.
Wii/DS Unlockables
Unlockables reward players with extra bonus stages for beating all levels in a world successfully in both Roogoo Twisted Towers and Roogoo Attack! The stages can be unlocked when using the local wi-fi connectivity function between both the Wii and DS version of Roogoo. Roogoo Twisted Towers has 10 unlockable stages while Roogoo Attack! contains 28 unlockables.
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May 1st, 2009, 17:35 Posted By: wraggster
SouthPeak Interactive Corporation (OTC Bulletin Board: SOPK) announced today that it will be publishing Sled Shred for Wii. Focused on downhill sled racing on everything from tubes and toboggans to discs and bobsleds, Sled Shred promises to give players a thrilling experience as they try and earn their way into the World Winter Games, racing with and against the world-renowned Jamaican Bobsled team. Sled Shred is scheduled for release in fall 2009.
"We are very excited to bring this unique racing experience to Wii with Sled Shred," said Richard Iggo, VP of Marketing at SouthPeak Interactive. "A sledding game is a natural fit for Wii owners, and we can't wait to see everyone using their natural body movements to steer their sleds down those slopes!"
In Sled Shred, players form a team determined to prove themselves in a quest to compete at the World Winter Games. The Jamaican Bobsled team will be present in the game's story mode to coach and challenge players. Sled Shred offers a variety of different vehicles to race, including inner tubes and bobsleds, on more than 10 different snowy courses. Players can challenge one another or race together against the computer in free play mode, and have the option of using the Wii Balance Board accessory to control their vehicles as they race.
Sled Shred is scheduled for release this fall. For more information visit www.southpeakgames.com.
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