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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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February 24th, 2009, 21:20 Posted By: wraggster
News/release from Scip, Rodries
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
v0.21e
Fixed apostrophies in filenames
Improved DVD and USB mounting devices
Fixed radio
Improved samba reconnection
Debugging help for SMB Shares at bootup, debug_network=yes (Review mplayer.conf)
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February 24th, 2009, 21:16 Posted By: wraggster
Updated release from Chris:
It's Yahtzee for the Wii. Changelog
v1.12 24/02/2009
Fixed critical bug where if player selected all dice before marking score, the next player would not be able to throw (thanks, Mr. Reaper)
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February 24th, 2009, 21:08 Posted By: wraggster
Sometimes it's difficult to jump into a sound proofed room, strap on some headsets and record a conversation for an hour. Really. Try it sometime.
Our Nintendo-focused podcast, Nintendo Voice Chat, is scheduled to record and post on Mondays. Just so happened that everyone on the team had more on their to-do list than usual, and getting into the recording booths was just something that had to be delayed.
Fret not, we'll make every attempt to squeeze in a good show on Tuesday.
http://uk.wii.ign.com/articles/956/956517p1.html
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February 24th, 2009, 20:08 Posted By: Shrygue
via Kotaku
Upcoming black, white and red Wii title MadWorld is a unique looking game. It runs, however, in 480i and not the more HD-kosher 480p.
Surprised? IGN's Matt Casamassina noticed the game was running in 480i while capturing MadWorld videos. "Usually, lack of 480p support can be credited to developer laziness," writes Casamassina. "No way such a claim can be leveled at Platinum Games or MadWorld... I'm wondering, then, if the studio simply wasn't aware that 480p is 'kind of a big deal' for a chunk of Wii owners."
But is it? Really?!
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February 24th, 2009, 20:04 Posted By: Shrygue
via Gamedaily
With the Nintendo DSi set to officially launch on April 5, Walmart is already preparing to cash in on yet another popular Nintendo product. Walmart.com today announced that "tens of thousands" of units of the DSi handheld are now available for pre-order.
The online offer is around only "while supplies last." The DSi can be ordered in either black or blue for $169.
"Walmart.com has made tens of thousands of Nintendo DSi units available for preorder, giving more customers the chance to enjoy one of the most sought-after handheld consoles in history," said Kelly Thompson, Walmart.com's chief merchant. "Customers continue to choose Walmart.com to find the best online selection and strongest values in video games, especially for popular releases like the Nintendo DSi."
The DSi has been topping the charts in Japan where some feel the DS Lite market is already mostly saturated. In North America, however, the DS Lite continues to be purchased at a rapid rate, so it'll be interesting to see how quickly Americans flock to the more expensive DSi.
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February 24th, 2009, 02:01 Posted By: wraggster
News/release from albinofrenchy
First, on the PDF compatibility side, I've managed to solve the issue of non-embedded fonts not displaying. The program now uses a set of built-in fonts; so it might not always display exactly how the author wanted it to if the font is something obscure. Or dingbats, which I stripped out because it was simply too big to include.
Please please be sure to message me if PDF's don't work now, I have no test pdf's that break that don't have large images at this point.
On the features side, I've added a 'preview' button that displays a 'mini' view of the document. The button is the only filled in icon on the small status bar at the bottom; it looks like a bulls-eye. I'll change the icon later to something that makes sense.
If you just tap the mini-image, it will pan to put the point you clicked in the upper-left corner.
If you draw a line with the stylus, it will adjust the zoom on the document to fill the screens with the size of the line you drew. Hopefully this is more intuitive in practice than it is in description. For instance, if you draw a line from the left to right of the document, it will zoom to fit the width of the document to the screen. If you draw a line from the top to the bottom of the document, it will zoom out to fit the height of the document to the screen.
I'd really like comments on the GUI functionality. Does it do what you expect? Especially if it doesn't, tell me why and what you expect it to do. Ideally I'd have it so the user can not read any instructions and be up and running with this.
I've also provided the ability to change files. This hasn't been extensively tested, and there may be memory leaks in it, so beware of that. If you hit 'start', it should pop up with the file browser.
Another new tool is the console, which you can layer over the screen with the 'Select' button. This should make the 'debug' builds not necessary so I will not release anymore of those.
Lastly, rendering should be signifigantly quicker now. Still could be better, but for now it seems usable.
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February 24th, 2009, 01:58 Posted By: wraggster
News via nintendomax
RatLoop was developed in 2006 an adaptation of their PC "Gearhead Garage" for the GBA "Gearhead Garage Adventure" The game was never completed or published for marketing reasons, we can nevertheless benefit from the trial version limited to 30-45 minutes . With this game you can repair, modify, build entirely on the car in a garage in 3D.
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February 24th, 2009, 01:55 Posted By: wraggster
News via nintendomax
Flash and HeadKaze directed a remake of the Commodore 64 (1986) from Shoot em Up / V-scrolling "Warhawk" for our beloved DS.
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February 24th, 2009, 01:53 Posted By: wraggster
BossK has released a new version of his port of scummvm for the Wii:
- Remapped keys: Home=F5, Up=GMM.
- Predictive input enabled (hold right) for AGI.
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February 24th, 2009, 01:38 Posted By: wraggster
SimonKagstrom has updated his port of Frodo the Commodore 64 Emulator to the Nintendo Wii, heres whats new:
I've made another update to Frodo, version 7 with the following changes:
* Make binding joystick directions to other buttons as well (to be able to jump with e.g., 1)
* The direction buttons can also be bound to keyboard keys
* Exit with SYS_RETURNTOMENU to make WAD's work
* Some restructuring and minor bug fixes here and there
* Lots and lots of new code which won't get executed :-)
Download and Give Feedback and Compatability reports at the release thread here at DCEmu --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=178591
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February 24th, 2009, 01:31 Posted By: wraggster
News/release from justwoody
MahJongg Wii is a Mahjongg solitaire tiles game written specifically for the Wii, developed with devkitPro tools and using the GRRLib for rendering, sndlib for music and sound, and wiiuse for wiimote.
v0.8 23/02/09
Download - Mahjongg Wii v0.8
Added multiple tilesets!
Added character voices on 2 player versus mode
Re-encoded and removed cracklys from the sound effects
Added graphic when two player game ends as a draw
Tidied up and fixed bugs around the placing of tiles / shuffling
Fixed bug where saved music volume was not being used on startup
Changed screenshot function to output filenames with date and time instead of just one
Cleaned up the code that deals with memory allocation of textures in the menus
Added new menu music + other music tracks for the different tilesets/themes during the game
Fixed some memory allocation problems that may have caused memory to be held onto when mahjongg is exited and could have caused problems moving between the menu and the game if done numerous times
Added pressing A button on already selected tile deselects it
Added proper support for widescreen including options to turn it on or off
Changed config loading and saving to include widescreen and tileset selections. Does in a way that is backwards compatible with version 0.7 config files
Added Norwegian language support
Changed internationalisation code to fully support utf8 encoding thus giving the use of non-ASCII characters without the need for mapping
Change to auto detect whether the game has been loaded from a loader or not and exit accordingly (either reset to menu or back to loader)
Fixed even more bugs
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February 24th, 2009, 01:27 Posted By: wraggster
News/release from Scip, Rodries
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
v0.21d
Updated menu.conf to allow selecting playlist
Fix rodries' loop patch
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February 24th, 2009, 01:21 Posted By: wraggster
Heres the news from the official site:
As its been a while since our last binary release, we wanted to clarify why its been so long and what we’re waiting for for our next release. Early on in development we were making relatively big changes which significantly improved the emulator; however, we’ve gotten to the point where a lot of the big things have been done, and only need perfecting (with the exception of the dynarec). Thus, we haven’t felt the need to make several binary releases as most of the users who aren’t interested in compiling the source themselves are mostly uninterested in the kinds of changes that have been made. We do indeed have a milestone for our next release planned: a working, stable dynarec. Most of the work that has gone into the emulator since our last release has been focusing on the dynarec, and since we still don’t have a completely working dynarec, there haven’t been many noticeable changes. So we’re holding out for a dynarec which supports at least most games without crashing before we make our next release. After getting it running initially, there will likely be more room for optimization if there are still any performance issues. In that case, we will likely have frequent releases once again as there will be noticeable improvements with each optimization that is made. As always, please be patient. We’re working hard to make the next release something worth the wait.
On an unrelated technical note, we have managed to free up 1.75MB in RAM by consolidating the various memory LUTs (look-up tables) into a single LUT for all memory operations. In Mupen64, there are 8 different memory LUTs which are used to determine how to handle memory accesses at different addresses. These 8 are split up by read/write byte/half-word/word/double. Instead of having 8 large LUTs, I created one LUT for all memory operations which points to smaller LUTs which handle the different memory operations in the specified segment. Memory operations only require an additional load for the second level LUT so there is no performance impact by this change. We are still looking into other ways to further reduce our memory usage to make sure that we have plenty of room in memory for recompiled code produced by the dynarec.
http://emulatemii.com/wordpress/?p=80
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February 24th, 2009, 01:21 Posted By: wraggster
Heres the news from the official site:
As its been a while since our last binary release, we wanted to clarify why its been so long and what we’re waiting for for our next release. Early on in development we were making relatively big changes which significantly improved the emulator; however, we’ve gotten to the point where a lot of the big things have been done, and only need perfecting (with the exception of the dynarec). Thus, we haven’t felt the need to make several binary releases as most of the users who aren’t interested in compiling the source themselves are mostly uninterested in the kinds of changes that have been made. We do indeed have a milestone for our next release planned: a working, stable dynarec. Most of the work that has gone into the emulator since our last release has been focusing on the dynarec, and since we still don’t have a completely working dynarec, there haven’t been many noticeable changes. So we’re holding out for a dynarec which supports at least most games without crashing before we make our next release. After getting it running initially, there will likely be more room for optimization if there are still any performance issues. In that case, we will likely have frequent releases once again as there will be noticeable improvements with each optimization that is made. As always, please be patient. We’re working hard to make the next release something worth the wait.
On an unrelated technical note, we have managed to free up 1.75MB in RAM by consolidating the various memory LUTs (look-up tables) into a single LUT for all memory operations. In Mupen64, there are 8 different memory LUTs which are used to determine how to handle memory accesses at different addresses. These 8 are split up by read/write byte/half-word/word/double. Instead of having 8 large LUTs, I created one LUT for all memory operations which points to smaller LUTs which handle the different memory operations in the specified segment. Memory operations only require an additional load for the second level LUT so there is no performance impact by this change. We are still looking into other ways to further reduce our memory usage to make sure that we have plenty of room in memory for recompiled code produced by the dynarec.
http://emulatemii.com/wordpress/?p=80
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February 24th, 2009, 01:10 Posted By: wraggster
Newly released today:
features
Exotica Net allows you to swap items with fellow DRAGON QUEST: The Hand of the Heavenly Bride players, even with your console on standby
Experience an unique, charming story that follows the life of a young boy on his journey to become a hero. Along the way you will meet various friends, enemies and even find a bride and start a family
A vast, beautiful and colourful world to explore - with even more colourful characters to meet, monsters to battle and secret treasures to find
Recruit monsters to your party and arm them so they join you in battle
A complete audio/visual overhaul breathes new life into a classic with advanced 3D graphics and an arranged orchestral score
description
An epic story involving three generations of one family. The story begins at childhood, as our hero travels around the world with Papas, his father.
After many exciting encounters he grows into a young man. He is now ready to depart for the greatest adventure, with the courage of his father, beating strong in his heart.
Awaiting him is an amazing world and the biggest choice he will have to make in his entire life…
http://www.play-asia.com/SOap-23-83-...j-70-34in.html
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February 24th, 2009, 01:08 Posted By: wraggster
Newly released today:
features
Single Player Campaign With Over 30 Hours of Game Play
Legion vs. Legion
Control up to 16 humans and Mecha Robos to fight against a horde of enemies
Equip your units with items and alter their composition to bolster their strength
Exciting Real-Time Battles and Shadow Fights!
High Quality Dual Screen FMV’s Showcasing More Than an Hour of Story Events!
Exciting RPG Elements Such As Item Collection, Character Progression and Robot Customizations
description
Currently a top-rated show on Cartoon Network in the U.S., the story of Blue Dragon centers on a young boy named Shu and several of his friends who possess the ability to control phantom shadows that mirror the actions of their masters. In Blue Dragon Plus, one year has passed since Shu and his companions defeated the tyrannical remnant of the Ancients, Nene. In the midst of the battle, the world split in two and now consists of a myriad of “cubes” that exploded from its depths. King Jibral notices a mysterious cube in the distance suddenly start to move violently, and from it he sees the Shadow of a Balaur, a three-headed dragon, emerge. The enormous and sinister Shadow is just the beginning of the new turmoil and devastation to come.
http://www.play-asia.com/SOap-23-83-...j-70-30aj.html
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February 24th, 2009, 00:51 Posted By: wraggster
Nintendo will provide downloadable puzzle packs for Rittai Picross (Solid Object Picross) with a little help from you. Just like Picross DS these extra puzzles will be distributed for free over Nintendo Wi-Fi. Some of the puzzle packs will include user generated content.
Nintendo will hold contests asking Picross fanatics, well at least Picross fanatics in Japan, to submit puzzles fitting a theme. Puzzles deemed worthy by Nintendo will be included in future puzzle packs for everyone to download.
A total of 300 puzzles can be stored on a single Rittai Picross cartridge. If you’re running low on space you can delete the downloadable packs and grab them again at anytime. How many downloadable puzzles does Nintendo plan on producing? Retailer Game Star says at least 200. Add this to the 350 puzzles built in on the cartridge and Picross fans are looking at 550 puzzles to crack.
Nintendo will release Rittai Picross in Japan on March 12. No international release has been announced, but a registered trademark for 3D Picross is a pretty good sign we’ll get Rittai Picross in the future.
http://www.siliconera.com/2009/02/23...-puzzle-packs/
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February 24th, 2009, 00:47 Posted By: wraggster
Rockstar Games has their Grand Theft Auto: Chinatown Wars van making the rounds to promote the upcoming Nintendo DS game, and while we would never encourage stealing, isn't it just begging for it?
I can't help but smile imagining the Rockstar representatives, on their way out of the Massachusetts GameStop where they were demoing the upcoming game, walking up to an empty parking space where their lovely Grand Theft Auto: Chinatown Wars van was parked. I imagine they'd just stare at the space for several minutes before turning to each other and having a good laugh over the irony of the whole situation. Then maybe Kotaku reader Farnic, who sent in these shots, could let them crash at his place for the night.
Once again, we would never condone stealing anything, if you were dead set on making away with a vehicle, this would be the one to make away with.
http://kotaku.com/5158804/this-china...s-to-be-stolen
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February 24th, 2009, 00:46 Posted By: wraggster
In another newly-revealed event scheduled for the 2009 Game Developers Conference next month, Nintendo DSi hardware group project leader Masato Kuwahara discusses the genesis of the next-generation DS.
In a 60 minute lecture titled, "The Inspiration Behind Nintendo DSi Development", Kuwahara will discuss how the company came to design the DSi, how it evolved from the second-generation DS Lite, and what sort of software applications the team had in mind for the new camera and onboard memory featured in the system. It should be interesting to see what sort of game tie-ins Nintendo envisioned for the new handheld, from both a developer point of view as well as a consumer standpoint.
Kotaku will be on the scene next month for the 209 Game Developers Conference, which takes place in San Francisco from March 23rd through the 27th.
http://kotaku.com/5158881/dsi-creato...reation-at-gdc
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February 24th, 2009, 00:45 Posted By: wraggster
Far from the "realistic"Ghostbusters game Terminal Reality is creating for the Xbox 360 and PlayStation 3, let's take a look at what Nintendo Wii and DS players have to look forward to.
I kind of like what developer Red Fly Studio has done for the Ghostbusters games for the Wii and PlayStation 2. Rather than giving us a watered-down version of the visuals we'll be seeing on the more powerful consoles, they went for a more animated style, freeing themselves from having to worry about how hard they are pushing the two weaker systems.
Zen Studios looks to be using the same animated style for their Nintendo DS version as well, which suits the double-screened handheld just fine. Should be plenty of Ghostbusters to go around once the game is released in June.
http://kotaku.com/5158985/ghostbuste...ther-half-look
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