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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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April 9th, 2009, 22:58 Posted By: wraggster
News via gxmod
Guglo offers a small arcade game inspired by another from a TI-89.
The goal of the game is to collect a maximum point on the screen while avoiding the obstacles to your race. Note that more points you collect, the greater the number of obstacles increases.
The game control is done by holding the wiimote in a horizontal manner.
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April 9th, 2009, 22:35 Posted By: wraggster
Bellevue, WA - April 8, 2009 - This spring and summer, thousands of Pokémon Trainers from around the globe will battle it out with their prized Pokémon for a chance to win it all at the 2009 Pokémon Video Game World Championships! Today, Pokémon USA, Inc. announced details for one of the most anticipated video game events of the year, the 2009 Pokémon Video Game Championships (VGC). The only official Pokémon video game competition of its kind - placing the world's best Pokémon players in head-to-head competition - will begin Regional Qualifier Tournaments on Saturday, May 9, kicking off the largest video game tournament season in Pokémon history.
The format for the Pokémon VGC will include six different U.S. stops in addition to tournaments being organized in Europe and across Japan. Pokémon fans will play in the U.S. Regional Qualifier Tournaments and Pokémon Video Game National Championships and if successful will meet their international rivals from Japan and Europe at the Pokémon VGC World Championships, which take place in San Diego on August 14 and 15.
The 2009 Pokémon VGC schedule will include competitions in six cities with weekend stops in Seattle, San Francisco, Phoenix, Dallas, Philadelphia, and Nashville. At each regional, up to 128 players for each age division (Juniors and Seniors) will be selected at random from those in attendance but all registrants will walk away with a character distribution of a powerful, and rarely seen, level 50 Shiny Milotic. Details about the tournament and each of the event locations can be found at www.pokemonvgc.com.
May 9 - Seattle, WA
May 16 - San Francisco, CA
May 23 - Phoenix, AZ
May 30 - Dallas, TX
June 6 - Philadelphia, PA
June 13 - Nashville, TN
June 27 - St. Louis, MO
Winners from each of the regional tournaments will win trips to play in the Pokémon Video Game National Championships in St. Louis on June 27 and 28 - before landing one of only 60 coveted international invitations to compete on the ultimate stage - the Pokémon Video Game World Championships.
"Pokémon is proud to present an opportunity for thousands of Pokémon video game trainers across the globe to come together and battle to determine who is a true World Champion," said J.C. Smith, Pokémon USA, Inc.'s director of Marketing. "The Pokémon VGC tournaments are a great way for our biggest fans to meet with each other and test their Pokémon strategies against the best."
Competitors will be required to play with Pokémon Platinum Version, which became available on March 22 at retailers nationwide. Players will need to bring their own copy of the North American Pokémon Platinum Version to participate and will compete using the "2-on-2 Double Cup" format, with no Pokémon allowed to exceed level 50. European players will use Pokémon Diamond Version or Pokémon Pearl Version at their qualifier tournaments.
More information, including prizes, tournament locations, times, as well as Pokémon restrictions and rules can be found by visiting www.pokemonvgc.com. A European site will be available soon, so check back for details about Pokémon VGC events in that region.
About Pokémon USA
Pokémon USA, Inc., a subsidiary of The Pokémon Company in Japan, manages the property outside of Asia which includes licensing, marketing, the Pokémon Trading Card Game, an animated TV series, the Pokémon Trading Figure Game, home entertainment, and the official Pokémon website. Pokémon was launched in Japan in 1996 for play on Nintendo's Game Boy and has since evolved into a global cultural phenomenon. Pokémon was introduced in North America in 1998 and today is one of the most popular toy and entertainment properties in the world. For more information, visit www.pokemon.com.
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April 9th, 2009, 22:31 Posted By: wraggster
News via Nintendomax
Copper offers a new version of "Pack DS, roms emulator arcade Pac Man and not less than 60 other similar games.
Quote:
V1.3: 09/04/2009
* Version 1.3.2 compiled with libnds
* Improvement of its chip Namco
* Add the AY-8910 for Dream Shopper
* 2 new roms Ponpoko borne display adapted to fit on the bottom screen
* Added a vertical scrolling Pengo
* Safeguarding of hi-score save for Roma 4 (nmouse, nmouseb, woodpek and cannonbp)
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April 9th, 2009, 22:27 Posted By: wraggster
News via Nintendomax
BouncyMarble is an Icy Tower clone - your goal is to get as high as possible, score most points or get the biggest combo. Best scores/floors/combos (5 each) are saved and will be displayed in the main menu : ) Happy competing against others.
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April 9th, 2009, 22:18 Posted By: wraggster
News via Nintendomax
jgc146 proposes an update to its puzzle game "Poppin ', where you must pop the balloons of the color designated as soon as possible.
Quote:
anyhow here is a update for poppin.
all the bugs are sorted but if you find some then let me know.
also have an options screen where you can change difficulty.
on easy mode I completed it.
on normal mode I got to level 10.
on HARD mode I got to level 7
.......... let me know where you got ok.
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April 9th, 2009, 21:37 Posted By: wraggster
Today Telltale announced sales of Strong Bad's Cool Game for Attractive People have doubled since Nintendo unveiled its long-awaited Wii storage solution two weeks ago. Telltale did not provide exact sales figures, however.
Strong Bad's game is an episodic point-and-click series downloadable via Nintendo's WiiWare service. The new storage solution allows gamers to play games off of an SD card, rather than from the Wii's limited internal memory. Apparently, gamers are taking advantage of all this new memory space and downloading more games – Strong Bad's Cool Game, particularly.
"Nintendo's new solution really opens the door for players to add to their collection of downloadable games, which is critical for a series with multiple installments," says Telltale CEO Dan Connors. "This is a major step forward for episodic gaming. We're looking forward to even greater success on WiiWare with Strong Bad, as well as other projects."
The five episodes in Strong Bad's Cool Game for Attractive People received an average review score of 8.4 from IGN.
http://uk.wii.ign.com/articles/971/971464p1.html
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April 9th, 2009, 21:34 Posted By: wraggster
Today Ubisoft announced that the Rabbids will receive their own standalone brand with the Holiday 2009 release of the comedy-adventure Rabbids Go Home. Developed by Ubisoft Montpellier, the team behind Beyond Good & Evil, Peter Jackson's King Kong: The Official Game of the Movie and the original Rayman Raving Rabbids, the game will benefit from a new engine designed specifically for the Wii home video game system from Nintendo, offering the Rabbids a hilarious adventure in a brand new universe.
The Rabbids are already beloved the world over, selling 6.5 million copies of their raving adventures and starring in their own series of videos that have kept web surfers laughing for years. Moving up to top billing with their own brand of games was a logical next step and fans will now be able to enjoy the fun in this humorous adventure game where the Rabbids unleash their insanity onto the human world as they attempt to return to their Rabbid home.
Look for more information on Rabbids Go Home in the May issue of Nintendo Power magazine.
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April 9th, 2009, 21:32 Posted By: wraggster
sepp256 has posted a nice long article about Wii64 - N64 Emulator for Wii and WIISX - Playstation Emulator for Wii, heres the article:
First off, the April 1st Tiizer video is actual gameplay using a recent dev build of Wii64. As you can tell, tehpola has made tremendous progress in debugging and optimizing the dynamic recompiling core. However, there are still a handful of showstopping bugs that we need to work through before we can make a public release. Also, you should be aware that not all of your favorite games will run on the initial release because of a variety of reasons. We are not planning on initially supporting the Expansion Pak because of memory limitations. After further optimizations, tweaks, and profiling to reduce our memory consumption, then we hope to add Expansion Pak support. We may not initially support games that execute code directly from the cart or that use virtual memory (i.e. Goldeneye) because this requires more investigation and significant code changes in the dynarec to implement. Also, some graphics microcodes aren’t supported in glN64, so a few games such as Conkers BFD won’t work just yet. But, sit tight and we’ll continue to work on more features for Wii64 after the initial release.
A complete re-code of the Wii64 gui is underway, so you’ll be able to enjoy using the wii-mote for navigation and also some sleek new graphics. We’ll have a new look for the initial release, but we also plan on adding more features to the gui over time for your enjoyment.
If you have watched any of the recent gameplay videos, then you know that the accuracy of the glN64 port has increased substantially since the Wii64 Tiizer release we made for the Homebrew Channel. Because GX is not 1:1 with openGL, there was a lot of investigation and tweaking required for me to get the behavior on GC/Wii close to what glN64 looks like on PC. There are still a variety of bugs for different games, so don’t expect everything to look perfect, yet. Emu_kidid is a great tester, and he is maintaining an internal graphical issue list to work on. I hope to add a couple more features to glN64 prior to release, including glN64’s primitive framebuffer texture support as well as 2xSaI scaling for textures. The plan is, of course, to continue hunting down bugs and adding features after the upcoming release.
As for the other graphics plugins, glN64_GX is much faster than both soft_gfx and GX_gfx, so we may only release a build with glN64_GX. The only drawback is that currently glN64_GX won’t render graphics for demos that only directly manipulate the framebuffer with the CPU. However, when I have time I’ll add a feature into glN64_GX that will allow it to render the N64’s framebuffer rather than rendering primitives passed through the N64’s graphics pipeline. Then, you can just flip an option in the menu when you are running homebrew N64 games and demos that write directly to the framebuffer. Also, I have already done some work on porting Rice’s video plugin to Wii64. Rice supports more microcodes than glN64, including the one that Conkers BFD uses, and it should be faster than glN64. We have a vision of supporting custom texture packs in Wii64, so we will implement that feature as well. We hope that you, our users, will contribute your creative talents in developing texture packs to share with the Wii64 community. We can’t say when custom texture pack support will be finished, but expect it sometime in the future.
Some of you have been asking for an update on WiiSX. We are planning on working on a release of WiiSX after the upcoming Wii64 release. The reason we have not done a release yet is because there were some serious bugs in SVN last fall, and we also wanted to focus on completing Wii64. We have since resolved some WiiSX issues, internally, and so once Wii64 is out the door, we feel that we can also follow up with a WiiSX release relatively soon afterwards.
Finally, we’d continue to ask that if you enjoy using Wii64 when it’s out that you consider donating to the project. Right now, most of the donations we receive go toward hosting costs. However, there are also some small accessories like component cables and classic controllers that we are considering purchasing with donation funds to aid in development.
http://emulatemii.com/wordpress/?p=94
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April 9th, 2009, 13:12 Posted By: wraggster
Yesterday iFixit tore apart the Nintendo DSi and found several internal upgrades from the outgoing DS Lite. It seems that an experienced hand can completely disassemble the DSi in less than ten minutes using standard tools, especially since the job does not require a tri-wing screwdriver. This should make repairing and tinkering with the DSi substantially easier. The DSi now includes two integrated cameras that, unfortunately, have only 0.3 megapixel resolutions. This is certainly a bit underwhelming considering most mainstream phones have cameras of at least 1.3 megapixels. On the chip side of things, Nintendo is using a Samsung MoviNAND integrated 256 MB Flash memory / MMC controller chip, as well as a custom ARM CPU + GPU is stamped with the revision code 'TWL.' The DSi's chips all had manufacture dates around September 2008, indicating that Nintendo has been stockpiling these devices for quite a while prior to the North American release.
http://hardware.slashdot.org/article.../04/08/2133208
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April 9th, 2009, 13:09 Posted By: wraggster
Sale estimates of the DSi continue to climb, with Nintendo president Satoru Iwata stating that the handheld has – in the space of two days – sold 600,000 units across Europe and the US.
Speaking at the Foreign Correspondents' Club of Japan, Iwata claimed that the DSi had sold evenly across both regions; 300,000 units in the US, 300,000 in Europe, all during the handheld’s launch weekend.
Despite blurring the lines between new system and new iteration, the unit has already proven itself in Japan, selling over two million units from November 2008 to March this year.
Joining Iwata at the Correspondents' Club was Mr Miyamoto, who spoke again of plans to turn the DSL and DSi into useful tools for school teachers. The handhelds will be used to conduct customised tests for pupils, he claimed.
Miyamoto also wants the DS to provide local maps, tour guidance, virtual coupons and other such tools. "Convenience in life will be enhanced by having a DS," Miyamoto said.
http://www.edge-online.com/news/101/...-600k-two-days
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April 9th, 2009, 13:07 Posted By: wraggster
As the home console market leader sits below the pack in Japan, Nintendo has admitted that the Wii has fallen into an “unhealthy” condition.
Edge’s weekly Japan sales reports show the Wii has sold below 20,000 for six consecutive weeks, on occasion dipping close to the 15,000 mark. And while games such as Wii Music and Animal Crossing City Folk have likely turned a profit for the Kyoto firm, neither has shown the sales stamina of Wii Fit or Mario Kart.
On Monday Nintendo stated that the Wii’s sales decline wasn’t of particular concern. Today, Iwata made a wholesale change of tune at a press conference, declaring that “the Wii is in the most unhealthy condition since it hit the Japanese market.”
While admitting that the Wii’s position is not one that Nintendo is happy with, Iwata refused to be drawn into the idea of selling the console at a lower price. “A price cut in a difficult economy cannot really excite the market and drive up sales. As of now I really don't think that a price cut is a good option for us,” he said.
It was clear that Nintendo has pinned much of its hopes on the upcoming Wii Sports Resort, as well as the Wii Motion Plus controller add-on. The original Wii Sports was a tremendous success in Japan, and June will be the month that its successor will arrive.
Europe and North America will see Sports Resort, and Wii MotionPlus, arrive in July.
http://www.edge-online.com/news/102/...troubles-japan
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April 9th, 2009, 13:04 Posted By: wraggster
Last week I reported that Nintendo of America is not publishing “Fatal Frame IV” in the U.S. Gaming website IGN followed up by asking a spokesperson for the longtime “Fatal Frame” developer Tecmo if that company will be publishing the game. The response IGN got from Tecmo:
“Nintendo holds the publishing rights to ‘Fatal Frame Wii,’ which was developed by Tecmo LTD. and Grasshopper Manufacture and released in Japan on July 31, 2008. Nintendo of America has since then decided not to publish the title in North America – consequently, the title will not be released in this territory. As the owner of the IP, Tecmo feels very unfortunate that the fans of the series in North America will not have a chance to play the game, but respects the final decision made by Nintendo of America.”
Sorry “Fatal Frame,” fans. That’s not very encouraging.
http://multiplayerblog.mtv.com/2009/...e-of-nintendo/
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April 9th, 2009, 13:01 Posted By: wraggster
Nintendo boss Satoru Iwata believes his company is ready to rescue the Japanese videogame market from decline, despite falling Wii sales in the country.
"The Japanese market is not very strong right now overall," Iwata told the Wall Street Journal, "so we need to do something to re-energise it."
Iwata was not responding to lacklustre Wii sales in Japan, but to the yearly decline of game sales across the region - around 18 per cent last year.
He is confident that Nintendo can not only match PlayStation 3's building momentum in Japan, but once again top the regional market.
The Wall Street Journal, however, pointed out that events like this blip in Wii sales can often be mirrored in other markets - those that Nintendo routinely dominates right now.
But the Mario-maker put on a brave face and denied weakness, claiming it was "not particularly concerned" about the Japanese sales results for March.
Nintendo used its Japanese press conference today to announce initial Western sales numbers for DSi, and to rule out a price cut for Wii, Kotaku reports.
DSi sold 600,000 units during its first two days on sale in North American and Europe, Satoru Iwata and Shigeru Miyamoto told the press.
They also said that there were no plans to cut the price of DS or Wii, despite the latter's falling sales in Japan.
They did discuss additional services that might come to DSi in future: museum maps, tour guides, and schoolroom applications. But, they said, Nintendo was not going to head off the threat from Apple's iPhone by moving into the mobile phone market.
http://www.gamesindustry.biz/article...e-market-iwata
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April 9th, 2009, 13:01 Posted By: wraggster
Nintendo boss Satoru Iwata believes his company is ready to rescue the Japanese videogame market from decline, despite falling Wii sales in the country.
"The Japanese market is not very strong right now overall," Iwata told the Wall Street Journal, "so we need to do something to re-energise it."
Iwata was not responding to lacklustre Wii sales in Japan, but to the yearly decline of game sales across the region - around 18 per cent last year.
He is confident that Nintendo can not only match PlayStation 3's building momentum in Japan, but once again top the regional market.
The Wall Street Journal, however, pointed out that events like this blip in Wii sales can often be mirrored in other markets - those that Nintendo routinely dominates right now.
But the Mario-maker put on a brave face and denied weakness, claiming it was "not particularly concerned" about the Japanese sales results for March.
Nintendo used its Japanese press conference today to announce initial Western sales numbers for DSi, and to rule out a price cut for Wii, Kotaku reports.
DSi sold 600,000 units during its first two days on sale in North American and Europe, Satoru Iwata and Shigeru Miyamoto told the press.
They also said that there were no plans to cut the price of DS or Wii, despite the latter's falling sales in Japan.
They did discuss additional services that might come to DSi in future: museum maps, tour guides, and schoolroom applications. But, they said, Nintendo was not going to head off the threat from Apple's iPhone by moving into the mobile phone market.
http://www.gamesindustry.biz/article...e-market-iwata
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April 9th, 2009, 12:57 Posted By: wraggster
"Ports don't work on the Nintendo Wii" - at this point in the console's life-cycle, that phrase is considered common knowledge by most in the industry. However, rarely do a group of industry executives gather to acknowledge they misjudged the Wii - and its audience.
But that's what happened during a session at this year's MI6 marketing conference in San Francisco, with RedOctane, Electronic Arts and 2K all pitching in on the subject.
"We didn't realise the Wii was going to come on so strong," said Kai Huang, co-founder of RedOctane. "It took us a while to realise it was going to be a major force."
RedOctane began its Wii patronage by porting its titles from other platforms, but that method didn't generate the sales the company had expected.
Now, Guitar Hero is now one of the best-selling third-party franchises on the console and it's important for games to be designed specifically for the Wii, says Huang, noting that it's a big priority for RedOctane.
Similarly, Electronic Arts ignored the Wii when it first launched, and most of its games were ports - something which EA quickly discovered did not sell well to the Wii's audience.
"This is the first year we've thought we had a really good line up," said the company's chief operating officer John Pleasants. Such titles include EA Sports Active and Grand Slam Tennis - both new intellectual properties that will help move EA "out of its comfort zone," he added.
Part of the problem is publishers are still coming to grips with the Wii's audience, needing to adapt their message to a consumer that does not live on enthusiast gaming sites, Pleasants continued, citing Boom Blox and his belief that the game wasn't marketed correctly.
Not only did it fail to target the right audience (it needed to aim younger), he explained, but the conversation about the game didn't take place where the game's audience lived - it needed viral marketing.
Now Electronic Arts is taking the conversation to the consumer via interactions on Facebook and YouTube.
Meanwhile 2K president Christoph Hartmann said that he thought its title Carnival Games was the perfect storm, but admitted that one secret to the game's success was that 2K brought the title to market early, so it had a chance to establish the brand.
Another, he said, was that it assigned the project to a well-known casual game developer.
But perhaps most importantly the packaging indicated exactly what the game experience would be, given that many Wii consumers are impulse purchasers, he added, and that it's important to convey fun to consumers.
Part of Carnival Games' success was luck, he says, but now it can be built into a franchise.
Moving forward, Hartmann predicted it will be more difficult to recreate successes on the Wii. Success on the platform will depend on a publisher's continued ability to generate word-of-mouth buzz.
http://www.gamesindustry.biz/article...judged-the-wii
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April 9th, 2009, 12:46 Posted By: wraggster
Most of the time we see a Wii mote controlling something tangible, it's more for entertainment value like an airsoft gun or Rovio. The Casmobot lawnmower, developed by scientists from the University of Southern Denmark, is actually quite useful if you loathe outdoor chores. It can be steered into grass-cutting action via the tilt of the controller synced with Bluetooth. Alternatively, you can drive it for a lap around the border of the yard and then put it on autopilot to mow inside the designated zone. We wouldn't run in front of it while its in motion, though, it's probably not as forgiving of interruption as a roomba. Researcher Kjeld Jensen also suggested applying the same technology to your grandmother's wheelchair, but we really don't think she'd appreciate that. See it for yourself in the video after the break.
http://www.engadget.com/2009/04/09/c...-of-a-wiimote/
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April 8th, 2009, 21:48 Posted By: wraggster
News via sceners
As some many webpages have said, the new Nintendo DSi (what stands for that “i”, intelligent, inmature? lol) has finally be released in Europe (why are we the latest in getting some things?) with huge and great updates on their hardware, stuff that was needed and that some users wanted.
I am talking about the redimensions, the cameras, the music player, and of course the bigger screens, (without having in mind the software update) a cool improvement for just 20eur more than the Lite version. Well, it is not a bad deal. (Considering that they are already flashcards that work for it such as the Acekard 2i)
Even though, they have also deleted some stuff that people will miss; such as the GBA slot, but that effect is reduced having in mind the DSi Shop, the DSi Ware (with that points to spend) and other features.
According to Chart-Track suscription emails, on his debut, DSi has gone far away from every single other console on the UK, and most probably on most of the other European countries.
On the Sony side, they have started attacking it without any consideration, saying that “Significant gamer demographic groups are being ignored, and there continues to be limited opportunities for games from external publishers to do well on the DSi.” and promising new game titles for PSP and so on.
Well, it’s cool to see new games, but is this what PlayStation needs to do to compete against Nintendo? Without reaching the fact of the piracy-available, maybe that PSP Hardware revision (with cool things now, please.) might be interesting, considering how’s going the market at the moment.
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April 8th, 2009, 21:28 Posted By: wraggster
News from Noobey:
| PAlib 090408 : "Finally working with the latest version of devkitPro" Edition! |
----------------------------------------------------------------------------------
[PAlib] Now PAlib is compatible with devkitARM r25 and libnds 1.3.2 thanks to n00bey and fincs!! Enjoy!
[Sound] MikMod and hitchkrt's mod player have been removed in favor of the new MaxMod library that comes with devkitPro (/examples/Sound/MaxMod/)
[Wifi] LibLobby support has been temporarily removed.
[ARM7 cores] The set of ARM7 cores has been modified: ARM7_MP3, ARM7_MP3_DSWIFI and ARM7_MAXMOD_DSWIFI.
[FAT loading] NightFox's FAT loading functions have been removed because they were buggy. Use the latest version of the functions instead.
[Video] This whole section has been removed (legacy stuff that is useless)
[Splash screens] The splash screen functions have been removed because they were useless. Code your own instead.
[Workspace] VisualHAM has been removed in favor of Programmers' Notepad that comes with devkitPro.
[Tools] viDeoconverterS has been removed.
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April 8th, 2009, 21:17 Posted By: wraggster
AgentQ has released a new beta version of ScummVM for the Nintendo DS:
Hi,
I've completed work on my build which supports external RAM packs. Using one of these devices, you can play Full Throttle and The Dig on your DS.
Both games run almost perfectly, but with slowdown in certain sections. Full Throttle is slow during the car driving section, while The Dig is slow in many places
The following types of slot-2 RAM device are supported:
- Supercard
- M3
- Opera Browser Expansion Pack (untested)
- G6 (untested)
- EZ Flash
If you have a slot-1 card (one that fits in your DS slot, like an R4DS or an M3DS Real), you can load the data files from that, and use the RAM in slot-2 (GBA slot). Also, if you have a slot-2 card with an SD slot, you can load the files from the slot and use the RAM both in slot-2. To do this, just patch the ScummVM binary with the DLDI as normal, and then when the game starts, on the RAM device menu, choose the same device.
When you first start this build of ScummVM DS, you will need to select the type of RAM pack you have. This setting will be saved, and you won't be asked again unless you start ScummVM DS without the RAM pack, or with a different type of RAM pack inserted.
There are also some new features to go with this:
- High quality stereo sound support: so you can listen to the fantastic soundtracks to both of these games! (the high quality audio checkbox in the options is greyed out, as the new mode is used all the time)
- Brightness adjustment: This lets you brighten the game (using a gamma correction technique) to more easily see the dark graphics in The Dig on the original DS screen. Press select and click on the 'Graphics' tab, then adjust the brightness bar at the bottom with your stylus.
- D-pad controls for the car driving section in Full Throttle. Press Select and tick the check box marked 'Car controls'. Then you can use D-pad left and right to steer, and A button to accelerate.
Issues:
- The Supercard I have fails to start up sometimes. I'm not sure whether this is a general issue with Supercards, or just the one I have.
- Some DLDI drivers don't work when a device is used both as RAM and for disk access at the same time. I had problems with my M3 lite, and narrowed it down to the use of DMA. If the driver uses DMA, it won't work with this build. I've prepared a new version of the m3sd_alt driver I was using which doesn't use DMA. You need to use this DLDI to avoid random crashes if you're using an M3 Lite.
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