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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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January 6th, 2009, 20:40 Posted By: wraggster
Patients are able to practice using their prosthetic limbs with the help of Wii Fit and the balance board.
Seacroft Hospital in Leeds England recently garnered attention for utilizing the Wii in conjunction with Wii Fit as a means of rehabilitation and physical therapy.
Physiotherapists at the hospital are among the first in the country to incorporate sessions of Wii Fit into the schedule of patients learning to use a lower prosthetic limb. Senior physiotherapist Lynn Hirst states that many times patients have trouble "getting their weight through the prosthetic limb." However, with the aid of the balance board, Wii Fit allows patients to see "where they are taking their weight."
Many of the Wii Fit games are similar to actual physical therapy exercises, and Hirst adds that there are many "lively games" that help "[improve] their core stability and their balance." For example, Wii Fit's skiing helps patients learn balance, control, and cooperation between a real and prosthetic limb.
For many patients, coping with an amputation can be difficult and frustrating. Prior to having tools such as Wii Fit, patients would only have the word of the trainer to depict their progress. Now, using the Balance Board, patients are able to visually see their center of gravity and rehabilitate themselves with games rather than tedious and strenuous physical therapy. Regardless of age, patients seeking rehabilitation have connected with the colorful game and are inspired to push their hardest in order to return to their normal lives.
Sixty year old David Crossland, a patient at Seacroft Hospitalm serves as a prime example. As a result of complications relating to an old accident Crossland's leg recently needed to be amputated. He describes the therapy with Wii Fit and the Balance Board as "marvelous" and adds that "it makes sure you have got your balance," which is important when "learning to walk again." Furthermore, it has allowed him to do things like "ski down a mountain or head a football during sessions using the machine – even though he has a prosthetic leg."
Hirst, Crossland's physiotherapist, states that the Wii Fit therapy has been "absolutely fantastic" for Crossland and all of her other patients. Being the first institute in the country to adopt the system, Hirst hopes that others will follow suit with similar programs.
http://www.nintendoworldreport.com/n...fm?artid=17484
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January 6th, 2009, 19:39 Posted By: wraggster
Iron Master turned out to be a totally different game than I imagined. I thought it was going to be some kind of RPG. In reality it’s more like “forging papa”, a clever description care of Insert Credit.
In Iron Master: Legendary Blacksmith players make swords, shields, and other fantasy arms with the stylus. After the arms are made you sell them in a weapon store you run. As a creative curiosity Iron Master: Legendary Blacksmith looks neat. The biggest surprise about the project is Barunson Creative, a South Korean company, already has an English trailer ready. No publisher has been announced for North America yet, but Barunson Creative’s plan was to distribute Iron Master: Legendary Blacksmith internationally.
http://www.siliconera.com/2009/01/06...-forging-papa/
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January 6th, 2009, 19:38 Posted By: wraggster
Sometimes a character is all you need to sell a game. Eduardo the Samurai Toaster is one of those kinds of games.
Who wouldn’t want to play a game with a samurai toaster?
Being a 2D sidescrolling shooter with 13 levels, four player co-op, and good looking sprite artwork makes Eduardo the Samurai Toaster sound like this year’s Castle Crashers. Like we predicted two weeks ago when we discovered the game this is going to be a WiiWare deal. Semnant Studios plans to release it soon, like this winter soon.
http://www.siliconera.com/2009/01/05...iware-release/
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January 6th, 2009, 19:28 Posted By: wraggster
MTV decided to find out. Using the Wii’s Nintendo Channel - which tracks the playing habits of 1.6 million Americans - they've yanked out some data on what games you're playing, and for how long.
The most-played game on the console (at least among those 1.6 million)? That one's easy. It's Super Smash Bros. Brawl, the average player (just the average player!) putting in 64 hours and 51 minutes. Or, in layman's terms, more than a lot of people put into Oblivion.
Second is Guitar Hero III, at an average of 58 hours & 41 minutes, while Twilight Princess came in third at 46 hours, 29 minutes. Perhaps the most interesting (and sad) of the lot, though, is #13 on the list: Okami. It says the average time spent playing Okami has been a relatively paltry 19 hours & 43 minutes, meaning that's a hell of a lot of people who don't even get halfway through the game before calling it quits.
Shame.
http://kotaku.com/5124065/so-how-lon...-wii-games-for
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January 6th, 2009, 19:26 Posted By: wraggster
Dragon Quest IX might be out until March, but someone on the Japanese internet claims to have obtained an early copy. Thing is, it's totally fake for two reasons. They are:
• The cover art illustration has already been released by Square Enix as previous promotional material.
• The package's barcode is the same as the Dragon Quest IV barcade.
So there you go. This phoney baloney appeared during the winter holidays and got many in Japan green with envy. They, too, wanted an early copy of the game!
Even though the game's not out for three months, it's already available for pre-order. Japan's all excited for DQIX. You could say the country has DQIX fever. Can you feel it?
http://kotaku.com/5123160/this-early...is-so-not-real
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January 6th, 2009, 17:30 Posted By: wraggster
Electronic Arts announced today that Scrabble will make its way to the DS and PSP in March, and to Xbox Live Arcade at a later date. Beginning in spring, XBLA will not only receive the perennial wordsmith board game, but also Boggle, Battleship, Yahtzee, Connect Four, Sorry! and Sorry!Sliders.
In a very interesting development, XBLA will also receive a branded "Hasbro Family Game Night" channel. Chip Lange, general manager of EA Hasbro, says it'll allow players to easily find family-friendly digital board games. We only wish that Microsoft would extend such a courtesy to the high-quality European board games that are also available on the service
http://www.joystiq.com/2009/01/06/xb...oming-to-hand/
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January 6th, 2009, 01:00 Posted By: wraggster
BenHeck.com forum member goteking apparently built this camera-in-a-Famicom-cart a little while back, but this is one instance when we're more than happy to catch up a little late, even if we may quite not be able to bring ourselves to gut a cart of our own. As you can likely imagine, this mod mostly depends simply on choosing the right cart-sized camera, and goteking found that a standard Sony Cybershot point-and-shoot fit the bill quite nicely, though there's certainly plenty of other possiblities out there (bonus points for anyone able to make an Game Boy cart camera). Hit up the link below for a few more pics of the camera, plus a glimpse of some of goteking's other projects, including a VAIO DS and a VAIO Eee PC.
http://www.engadget.com/2009/01/05/f...ng-technology/
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January 5th, 2009, 17:37 Posted By: wraggster
Updated release from AntonioND
Hello!
This is a 3D engine, which aim is to make easier the procces of making a 3D game for the DS
Characteristics:
-Loader of models and textures from FAT.
-Dual 3D, as easy as normal 3D.
-Can load BMPs of 8, 16, and 24 bits and convert them into textures.
-Hardware-accelerated effects like fog and toon shading.
-You can take screenshots of both screens in dual 3D mode or the 3D screen in normal 3D mode.
-Animated model support.
-2D over 3D system.
-Very basic physics engine.
-API functions.
-2D text in 3D mode, any character size allowed.
-More things...
TODO:
-Improve physics engine.
-You can ask me for the things you would like to see.
Download Here and Give Feedback Via Comments
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January 5th, 2009, 17:32 Posted By: wraggster
Sverx posted this today:
IMPORTANT UPDATE!
There were errors that were blocking the program after failures in loading a module. Now you're able to resume and choose another tune.
No other changes. Download at the same link.
Heres the initial newspost with all the details in:
Hi! I've spent some hours these days to build this little tool (...forgive the UI...) that plays XMs directly from your FAT device. It's twice useful:
- it gives you a chance to listen to your XMs on the DS before you incorporate them in your project
- it gives me a chance to have some feedback (so please let me know if some modules doesn't load / doesn't play correctly)
Up, down, left and right keys navigate the directory, A enter directory / load the XM file, B to stop it.
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January 5th, 2009, 17:14 Posted By: wraggster
News via aep
VisualBoyAdvance-M is a Nintendo GBA and GB/GBC emulator for Windows (based on VisualBoyAdvance).
- ADDED "change backdrop color" button to palette view and added corresponding hack to the core rendering engine for all graphic modes.
- Enable/disable refresh button in MapViewer when automatic refresh is enabled.
improved code beauty.
- ADDED video layer reset "OptionsVideoLayersReset" function to commands list, CTRL+0.
- ADDED information messages when enabling/disabling layers.
- MOVED rewind interval to Tools menu.
- Added default "screenshots" directory.
- Set default directories "battery" and "savestates".
- Code cleanup.
- Automatically & silently create directories in a relative path.
- FIXED building with GCC/MinGW.
- FIXED: Added PNG include dir.
- corrected typo.
- When time permits I'll add a resource checksum instead.
- Include change to work with in-project msvc dependencies.
- Added info about "file_extractor" dependencies.
- Standardised the output paths, dropped "file-extractor" from the solution and added the dependancies\msvc files into the project.
- Used the latest names for the zlib and libpng dlls and libs ... change if yours are different and linking fails.
- Branch for MFC changes.
- REMOVED gbafilter.cpp/h because it was not used anywhere.
- small resource file fix.
- ADDED support for .ips .ups .ppf files to the GUI.
- ADDED patch files to Win32/MFC project.
- ADDED Microsoft compatible replacements for fseeko64, ftello64 and __off64_t.
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January 5th, 2009, 17:02 Posted By: wraggster
It's a brand new year for Nintendo Wii downloadables, and while this week sees only a game a piece released for the Virtual Console and WiiWare, there's enough Kirby and crab battles for 20 titles.
Yes, I said Crab Battles. Today Konami releases Sandy Beach for WiiWare (500 Wii Points), a title that lets you build sand castles, fortify them with cannons, and defend them against hordes of invading crabs in Crab Battle mode. Crab Battle mode. That is the most beautiful combination of words ever. I just hope we can attack their weak spots for...you know.
The pink puffball makes his triumphant return to the Virtual Console this week with the release of Kirby's Dream Land 3 for the Super Nintendo (800 points), another classic tale of sucking and blowing as only Kirby could do it.
While I might go with Kirby this week, there's just something about a cheap game with a Crab Battle mode
http://kotaku.com/5123405/weekly-wii...d-crab-battles
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January 5th, 2009, 17:00 Posted By: wraggster
We're automatically skeptical of any reports coming out of an organization who uses the letter "Z" to pluralize, but we find it difficult not to believe in a recent finding from VGChartz (sigh), who claim that Wii Sports has surpassed Super Mario Bros. as the best-selling video game of all time. After compiling last week's software sales, they've concluded that Wii Sports has barely crept past the 40.24 million mark that kept SMB on top of the pile for a bajillion years.
Of course, its worth noting that both games were bundled with their respective platforms (except in Japan and South Korea, whose Wiis were Sports-less), greatly boosting their sales. We wouldn't be surprised if the report proves to be accurate -- nor would we be shocked if Nintendo is currently looking for the highest, broadest rooftop from which they can proclaim their latest sales triumph.
http://www.joystiq.com/2009/01/04/wi...ing-to-vgchar/
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January 4th, 2009, 23:07 Posted By: wraggster
News via gxmod
QLeap published a new unofficial version of AnyRegion Change that will allow you as its name suggests to change various settings for your system, of course, the region and language.
This version improves the original level of support for Wii and Korean support Systemmenü patched with tools such as StarFall.
News / corrections:
- Region Free full Wii / NGC (mod04)
- Autoboot systematic fashion Recovery (mod04)
- Fixed some bugs particularly when replacing a 3.3k Systemmenü another 3.3k, SD cards are no longer mounted correctly.
- Improved Region Free with some modchips.
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January 4th, 2009, 22:54 Posted By: wraggster
Moonlight has released a new version of his Media App/Shell for the Nintendo DS, heres whats new:
Version 2.00 beta.2 2009/01/04
Start the application that can be tied to an external file extension. (MoonShell2 is still not able to come back) (/ moonshl2/extlink/readme.txt).
As related apps, ImageViewer (extension IPK) were added.
Bonus features "to reverse the screen up or down the file list" [/ auxiliary tools / bonus features / SwapDisp.txt] added.
Even the disk format to a small cluster size is the most 8GByte to start. (SDFormatter recommended)
When the next image file of less than 512 pixels, to fill the launcher as a wallpaper file list.
The touch screen text (non-scroll bar area) that can scroll.
When you close the panel, L / R has an option to disable the button.
Launch_Tab0_Launch.png and Launch_Tab1_NDS.png change the image size of 256x192 pixels.
3 seconds or more in any SELECT of the screen to save the screen capture button and continue. (Help create skins)
A + B + L + R Fixed a bug that did not work properly initialize command of the entire set at the same time when you start pressing.
And the option to hide the file extensions, a bug fix will not appear until the folder name extension.
Fixed a bug that appears in the list of file extension is not supported.
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January 4th, 2009, 22:49 Posted By: wraggster
Alekmaul celebrates 2009 with a new release of ThomDS, heres whats new
V2.0: 04/01/2009
* Mode graphics with alpha lerp for better readability
* Updating the intro like that of my other emulators
* Switch to the standard library management via DLDI FAT
* Sort files in the selection and transition to 512 files displayed
* Added sending the compatibility of a game via WIFI
(see http://www.portabledev.com/pages/ds/...ers-thomds.php)
* Improved emulation buzzer (try the speech software Vox
to see ^ ^)
* Improved display speed (direct and assembler)
* The directory THOMDS is no longer required, files can be everywhere
* Added the management of state backup MO5 (load / save state) with
save 999 files per tape
* Add the moving of the tape
* Mode stylus via R & L
* Management of the stylus on the screen after the most accurate screen mode
* Management mode of the DS (the cover closed pauses execution)
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January 4th, 2009, 22:39 Posted By: wraggster
News/release from yohanes via wiibrew
I just learned about developing applications on Wii 3 days ago. I was wondering what application should I make, and I noticed that there was no Apple II emulator for Wii yet. Apple II/e was my first computer, so I thought it will be fun to be able to emulate it on my Wii. AppleWin is a good Apple emulator, but it is very windows specific, fortunately someone already ported it to Linux using SDL, and the name is LinApple.
Someone already made an early SDL port to Wii, but it is missing threading support (which is needed by the emulator). After reading things at wiibrew.org and devkitpro.org, I decided to complete the threading part. The next problem is the input. I want to be able to write BASIC applications, so I decided that the SDL port must support keyboard input, someone already made LibWiikeyboard, so I can just plug it in SDL (actually this is a hack, to correctly handle SDL requirements, there are some things that needs to be changed, in LibWiikeyboard and in the SDL gamecube implementation).
Next part is the porting process itself. The difficult part is making sure all the endiannes conversion of 6502 (Apple II CPU) to Wii’s PowerPC is done correctly, because I don’t have a USB gecko to debug it. Currently the port works, but don’t expect too much from this first release. I can already play some games, but I haven’t tested many other things.
version 0.0.2:
- Fixed text overlay
- Disable saving options (dangerous for now, because you might overwrite your files)
version 0.0.3:
- Sound support
- Fix joypad problem
- Invalid disk image will not freeze the emulator (in case of invalid disk, Master.dsk will be reloaded)
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January 4th, 2009, 22:35 Posted By: wraggster
The Emulatemii team have posted some WIP news of the progress of the N64 Emulator for Wii and Gamecube:
Just a tiny status update about the progress within the last few weeks to bring us into 2009.
I finally realized what was going wrong with a couple of games, we weren’t using 16Kbit EEPROM type saves for certain games that require it. A fix should make its way to the SVN in the next few days for this. Notable games that are now booting thanks to this fix are: Banjo Tooie, ExciteBike 64, Yoshi’s Story.
As for some news on the dynarec front, I coded up a few rough demos and a bug a two was revealed to us from these demos. Also, tehpola has been working hard at debugging the emulator on his PS3 to correct & find solutions to the bugs we’re finding (see article below to see why it’s done on PS3). Every little bit gets us one step closer to the finished recompiler.
Also, the soft graphics plugin has been updated to render the framebuffer through hardware to aid us in debugging (with a faster framerate).
Seasons Greetings.
http://emulatemii.com/wordpress/?p=74
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January 4th, 2009, 22:35 Posted By: wraggster
The Emulatemii team have posted some WIP news of the progress of the N64 Emulator for Wii and Gamecube:
Just a tiny status update about the progress within the last few weeks to bring us into 2009.
I finally realized what was going wrong with a couple of games, we weren’t using 16Kbit EEPROM type saves for certain games that require it. A fix should make its way to the SVN in the next few days for this. Notable games that are now booting thanks to this fix are: Banjo Tooie, ExciteBike 64, Yoshi’s Story.
As for some news on the dynarec front, I coded up a few rough demos and a bug a two was revealed to us from these demos. Also, tehpola has been working hard at debugging the emulator on his PS3 to correct & find solutions to the bugs we’re finding (see article below to see why it’s done on PS3). Every little bit gets us one step closer to the finished recompiler.
Also, the soft graphics plugin has been updated to render the framebuffer through hardware to aid us in debugging (with a faster framerate).
Seasons Greetings.
http://emulatemii.com/wordpress/?p=74
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January 4th, 2009, 22:31 Posted By: wraggster
The Nintendo DS Emulator for Windows has seen a new release, heres whats new:
This new release is the product of hundreds of new code improvements: We now have an almost 100% reworked 3D core, which is shared amongst all ports for the first time, and have better save states. Compatibility has been improved across the board. The huge number of reworked systems and small fixes is noticeable on some games and homebrew games are running better–or even running at all for the first time. And this work has not stopped, so stay tuned for what’s coming in the future!
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January 4th, 2009, 22:29 Posted By: argor
from Richard42
Mupen64Plus v1.5 is ready!
It has been just over half a year since the last major Mupen64Plus release, so it's been a long time coming, but I'm happy to present version 1.5! This release is more evolutionary than revolutionary, with many code cleanups and improvements to existing features. Please try it out and report any problems that you have on our Google Code Issue Tracker.
Major New Features
* Rom Cache System by Tillin9, Okaygo, and Hasone.
* Qt4 GUI by slougi, Tillin9, and others
* Support for Macintosh OSX platform with Intel CPUs
Minor New Features
* Debugger improvements
* QT GUI: translations for English, Norwegian, German, and Dutch
* Configurable key commands for special emulator functions
* Our own custom test ROM, courtesy of Marshallh
* jttl_audio: added GTK GUI configuration dialog
* soft reset function (hit F9)
* jttl_audio: both SDL-based and OSS-based volume control methods are now supported
* LZMA, BZip2, 7-zip archive support
* Multi-file Zip support
* GTK GUI: user-configurable columns in ROM browser
* LIRC - added support for speedup, slowdown, pause, and frame advance
Bug fixes
* There are dozen of bugfixes included, fixing problems with: save states, certain games, crashing bugs, GUI bugs, performance issues, and visual artifacts.
Mupen64Plus has a Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc.
To download Mupen64Plus v1.5, just grab the package that you want:
Mupen64Plus-1-5-bin-32.tar.gz
Mupen64Plus-1-5-bin-64.tar.gz
Mupen64Plus-1-5-src.tar.gz
The MD5 sums for these packages are:
473d51a5e42dc61d6a643f90bf28dabc Mupen64Plus-1-5-bin-32.tar.gz
477ce6e34de1cf1c0025867e0af85410 Mupen64Plus-1-5-bin-64.tar.gz
c224b045d343ff02f6f933d328861b01 Mupen64Plus-1-5-src.tar.gz
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