|
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
|
December 7th, 2008, 18:14 Posted By: wraggster
News via nintendomax
Doc and realize Killer01 beta "+ or -" which is coded in Lua and therefore uses the Micro Lua interpreter to work. Certe homebrew this is a game of guessing well known but nice graphics.
Certe Beta does that section Play.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 18:11 Posted By: wraggster
News via Nintendomax
Bert Jan presents its new customized version of Linux whiite.
This version has a graphical interface and is provided with various applications such as a video player, web browser Firefox ...
News / additions to this version:
Quote:
- VNC server
- VNC client
- Microsoft remote desktop client
- IPod integration via gtkpod: wii use your iPod as jukebox +
- On-screen keyboard
- Swap enabled (32MB - uses a local swapfile included in the package, no need to setup an extra score)
- Sshfs support
- A bunch of other small improvements and cleanups. The entire dist should still fit on a 512MB SD card.
Download Here and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 17:57 Posted By: wraggster
News/release from ThErZA
The Wii port of LPairs done by ThErZA. The original code was done by Michael Speck.
"LPairs is a classical memory game. This means you have to find pairs of identical cards which will then be removed. Your time and tries needed will be counted but there is no highscore chart or limit to this."
So have fun with this little time killer
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 17:51 Posted By: wraggster
News/release from Sierradev
Using the Homebrew Disc Loader, you can load homebrew programs from regular ISO9660 DVDs. It supports (sub)directories.
0.3:
Added support for meta.xml (name and long_description)
Added support for DISCINFO-file (see above)
Added eject- and retry-functions
Fixed issue with scrolling through a long list
Fixed issue where program crashed randomly due to a bug in memory allocation
Changed name to Homebrew Disc Loader
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 17:48 Posted By: wraggster
News/release from Wplaat:
BibleQuiz is an open-source quiz game. Test your knowlegde about the bible.
06/12/2008 Version 0.61
Added google analytic http request
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 17:27 Posted By: wraggster
Sunsoft basically dropped off the radar after the SNES days, hardly releasing anything of note in the last two hardware cycles. But Sunsoft is back in the game now, largely on the back of virtual console titles for Wii. Now the company is releasing original-ish games on the Wii as well, such as Minna de Taisen Puzzle. Granted there's nothing really interesting happening yet, but it's nice to see that familiar logo resurface a bit. One can only hope for a Jaleco-style revival, though we'll see how long that lasts.
http://www.insertcredit.com/archives/002558.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2008, 17:24 Posted By: wraggster
OpenSound Control protocol is an emerging standard for communication between musical programs. It’s meant to replace MIDI. The DSMI, DS Music Interface, team has just added support for OSC. You can now use your DS as generic OSC music controller over WiFi. OSC has TCP/IP support built in, so there is no need to run a host sever to talk to DSMI like you did when they only supported MIDI. We’ve seen OSC used in other projects like the monome. It’s also the basis for the multitouch communication protocol TUIO.
http://hackaday.com/2008/12/06/nintendo-ds-osc-support/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 21:05 Posted By: wraggster
[Both Sony and Microsoft's consoles have made aggressive moves into the realm of video delivery, but what about Nintendo? Analyst Colin Dixon of The Diffusion Group looks at the potential and associated challenges for nongaming media on Wii -- and wonders whether Nintendo can afford to stand on the sidelines any longer.]
With the launch of the new Xbox LIVE Experience – and the addition of Netflix video streaming – Microsoft continues to transform its Xbox 360 from a solitary ‘gaming platform’ to a connected video gateway delivering content directly to the living room TV.
Sony is working the same angle, advancing its PS3/Playstation Network combination by expanding its roster of movies and TV programs and even pledging simultaneous online and DVD releases of Hitch and other top-notch (Sony-owned) titles.
Sony’s ambitions for the Playstation Network are incredibly grand: tie together Sony content, Sony’s distribution machine, Sony’s Internet media services, and Sony’s (connected) consumer electronics, thus building an end-to-end system to bypass video operators and deliver content directly to end-users. Sony’s own public statements have unambiguously revealed this ambition.
So that brings us up to date on Microsoft and Sony, but what about Nintendo?
Given the Wii’s explosive diffusion (over 35 million points of presence at year-end 2008) and cross-market appeal (helping to bring console gaming into the mainstream), Nintendo would seem to put be in an ideal position from which to launch a highly-competitive video delivery service.
To date, however, it has remained relatively silent on the issue of Wii-based video delivery. Outside of a low-level relationship with the BBC in the U.K. and a minor 500-title video channel to launch this month in Japan, the gaming giant has been fairly quiet on the subject of Over-the-Top video.
Given the content efforts of both Microsoft and Sony – not to mention Microsoft’s recent price cuts undertaken specifically to grow its console/gateway base for video distribution – can Nintendo afford to continue sitting on the sidelines? Or is that precisely what it should do, to remain focused on gaming when other console vendors are spinning their wheels on new video efforts?
Inferior Hardware a Barrier?
As discussed in TDG’s latest report, 'Console Vendors and Over-the-Top Delivery: Let the Games Begin!', Nintendo's Wii – though well diffused – is not at first glance well suited for video delivery to the TV. At 480p, the Wii's video resolution is far below that of the Xbox 360 and PS3, both of which provide HD-quality output.
Then again, today's DVDs are 480p and continue to provide an excellent video experience even on the largest of screens. In other words, for the vast majority of consumers, a DVD-quality experience appears to be acceptable, even enjoyable (a message lost on many Blu-ray vendors).
The lack of a local hard drive is definitely a problem for the Wii. Both the Xbox 360 and PS3 offer large hard drives capable of storing plenty of movies, even in HD.
However, as the folks from Move Networks and Netflix are proving each day, streaming video over the Internet can provide a TV-like experience without the need for a hard drive of any kind. Perhaps the consumer-premised equipment (CPE) in a streaming scenario doesn’t have to be as ‘smart’ or expensive as many think!
So if there isn’t necessarily a technical roadblock to using the console as a video gateway, why is delivering streaming video via the Wii not more commonplace?
Video: a Risky Business for Console Companies?
In the past, console makers have been reluctant to distribute non-gaming media via the game console due to fear of distracting from the big-money activity – that is, buying and using game software owned or licensed by the console manufacturer. Remember, the console cost is in large part subsidized by the manufacturer on the expectation that content sales will make up the difference. Providing video services via a game console could thus be seen as dilutive to gaming software revenue.
This position seems a bit short-sighted, based on a very shallow understanding of the how gaming consoles are actually being used today. Most console users also use the platform to access online media via the TV or to play DVDs and CDs.
No major vendor sees its console as only a gaming platform; it’s just a question of the degree to which they extend console-based experiences and applications beyond the gaming center. Even Nintendo’s Wii has a variety of non-gaming activities that may be seen as ‘dilutive’ to the core gaming experience, but these activities are still present (and growing in number).
For console vendors, the categorical imperative must be recast as follows: Always act so that the maxim of your action creates a media experience of such stickiness that users desire to stay within the ‘walls’ of the console environment for as long as possible.¹
In the world of quantum media – where consumers can access and enjoy virtually any kind of content at anytime, at any location, on any device, and on any network – fulfilling this imperative becomes increasing difficult. It becomes more difficult to keep your core audience engaged, meaning that vendors must think in terms of compelling non-gaming reasons for its users to stay in this virtual world for as long as possible.
For Nintendo, it seems acceptable to allow its core users to wander in for gaming and wander out for other media. For Microsoft and Sony, it may be virtual doors through which consumers exit but it is real money they take with them!
Microsoft’s Xbox LIVE effort provides an interesting case study in the value of this new imperative. With the recent addition of Netflix’s ‘Watch Instantly’ catalogue, Xbox LIVE users can now access more than 12,000 Netflix streaming-on-demand movies and TV programs.
Combine this with the more than 15,000 movies and TV shows available for download and there is little reason for Microsoft’s 14 million Xbox LIVE members to wander outside the console environment for non-gaming entertainment. Has this play worked?
According to recently released data, Microsoft seems to think so. According to its numbers, users have already spent over a billion dollars on Xbox LIVE since the network launched and downloaded nearly 700 million items from the Marketplace store. Blended entertainment experiences such as Guitar Hero III and Rock Band have generated more than 3.5 million music track downloads. And this is before users begin to engage the Netflix content!
Clearly Microsoft sees the power of this model, as does Sony (though to date its efforts have been more talk than substance). Using connected consoles as video distribution gateways seems a logical step in the evolution of the platform itself; a necessary progression that reflects the reality of digital convergence. The fact that Sony and Microsoft are both pushing (and being pushed by) this evolution makes sense; the fact that Nintendo is not seems a bit bewildering.
Wii OTT in Japan: A Beachhead or just Beached?
In December 2008, Nintendo plans to launch a Wii-based video-on-demand service called “Everyone’s Theater Wii,” offering Japanese users on-demand access to a variety of movies and TV shows.²
Users are asked to spend 500 Nintendo Points to download a third-party video player (Fujisoft’s Ulexit), after which they may choose to pay a per-viewing fee for programs they wish to watch. The service is expected to launch with about 500 titles including animes, movies, music programs, and documentaries, each of which will cost between 100 and 400 Wii points per download.³
Unlike Microsoft and Sony, however, Nintendo is NOT managing the service – Fujisoft has that responsibility. Nintendo is exchanging access to its Japanese Wii user base for royalties.
Will the Wii video service succeed in Japan? Time will tell, but given Nintendo’s royal regional status, not to mention the Japanese appetite for digital video, the chances for service success are favorable. Nonetheless, Nintendo has set very low expectations for the project and has yet to reveal any specific plans or timeline for bulking up the content roster.
That will prove key to the service’s long-term viability and ultimately reveal whether Nintendo is serious about building a Wii-based video distribution network.
As to the chances that the Wii video service will make it beyond the shores of Japan, early reports rank the probability at “near zero.”4 That being said, TDG believes such predictions are hasty bearing in mind the competitive pressures that Nintendo will face as global demand lightens and pressures from investors build.
In the End
In order for the Wii to remain competitive in the long-term, Nintendo must enable Wii-based OTT video services of some kind. TDG expects that within the next two years either:
(a) Nintendo will seek third-party partners in both the U.S. and Europe for Wii-based video delivery, or
(b) Nintendo will work with a company like Move Networks to roll out their own service and thus compete directly with Microsoft and Sony. Either way, Nintendo will be forced to get into the video game, likely sooner than even they may expect.
One thing is for certain: given the pace at which Wii consoles are finding their way into North America and Europe, Nintendo will be able to offer video content creators and distributors a very large family audience and enthusiastic base of would-be OTT viewers. That’s gotta be worth a small fortune!
http://www.gamasutra.com/php-bin/new...hp?story=21364
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 20:32 Posted By: wraggster
Developer 5th Cell is known for their unique use of the Nintendo DS touch screen in their titles, which include Drawn to Life and Lock's Quest -- however, their next project makes those two titles seem like the creative equivalent of Madden 09. In a recent interview with IGN, 5th Cell creative director Jeremiah Slaczka gave a brief run-down on Scribblenauts, which will have players traversing puzzle-filled worlds, spelling nouns to make objects appear that will help solve said puzzles.
For instance, in the first gameplay trailer that 5th Cell provided (posted after the break), Maxwell (the game's protagonist) is trying to collect a "Starite" from a treetop. Writing "ladder" will provide the vertical assistance needed to reach the Starite, but you could just as easily create a "football" with which to topple the Starite from the tree. Then again, you could spawn a "beaver" to chew the tree down. Or maybe you could summon basketball superstar (and crically-acclaimed actor) "Shaquille O'Neal" to grab it for you.
Okay, we made that last one up -- but if the possibilities are as endless as the trailer suggests, we better see some Shaq functionality in the final product.
http://www.joystiq.com/2008/12/06/5t...scribblenauts/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 20:20 Posted By: wraggster
New from Divineo China
Includes one Wiimote (Wii Remote Controller) and 1 protection jacket.
The Wii Remote Jacket, a durable, silicone cover for the Wii Remote, provides a variety of benefits for the player. Nintendo will include the Wii Remote Jacket with all Wii hardware systems and with all Wii Remotes sold separately or packaged with Wii Play.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 02:21 Posted By: wraggster
The folks over at 1up spoke with Gordon Hall of Rockstar Leeds, the developer behind Grand Theft Auto: Chinatown Wars for the DS.
In the interview, Hall describes how the touch screen interface will be used in the game, or more specifically, how much. Besides allowing access your PDA for things like checking your e-mail or ordering weapons, players will be doing a lot of tapping and scratching when it's needed.
"Outside of the PDA, you also use the touch screen to fill in those little details left out of most console games. You may find yourself in a minigame hotwiring a car or breaking into a warehouse by disabling a key-code lock. We also use the touch screen for more everyday events like buying and using [lottery] scratchcards. Everywhere it felt right to use the touch screen, we've done so."
Hall also noted that while there will be plenty of touching going on, the driving controls will still be used by the d-pad. Thank goodness! Now we just need to see if there are any prostitute minigames involving use of the stylus. (Yeah, I went there)
http://kotaku.com/5102984/ds-touch-s...chinatown-wars
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 00:56 Posted By: wraggster
cosmic4z posted some demos he has been working on, named Racer 1, 2 and 3, heres the details and screens:
Over the years, I've worked on and experimented with, a lot of new technologies and novel ways of doing things. Very often, they've never seen the light of day. It's shocking how many things I've worked on that never got published.
Anyhoo, just for fun, I'm releasing some demos I made some time back. It's for the GBA (so, rom files), you'll need a GBA emulator to run these on a PC. There are 3 different versions here, all at different stages of development.
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 00:40 Posted By: wraggster
news via nintendomax
Zeroathidari carries out a new application to learn how to write / draw kanji and kana Japanese with "Kanji.es." Many exercises are present and several test, all available in Spanish and English..
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 00:36 Posted By: wraggster
news via nintendomax
This weekend many of you will begin to put their Christmas tree is a good opportunity to do so on your DS. I have to adjust on amusé DS MathLab a code that generates a tree completely in fractal "My beautiful tree." You can change some parameter (Point and fork angle, size of classes and the number of bowls). It is advisable to avoid going below 20% for the point of junction failing to wait 3 minutes that the tree is drawn.
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 00:32 Posted By: wraggster
Updated release from Wplaat
Pong2 is an open-source game based on the original game of Pong. Pong2 has improved features over the original. The paddle can be moved horizontally and vertically. 10 tracks of background music are available during game play. The first player to score 10 points in each level is the winner.
02/12/2008 Version 0.93
Added google analystic http request
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2008, 00:17 Posted By: wraggster
Updated release from Wplaat:
RedSquare is an classic 2D action game. Click and hold the red square. Now, move it so that you neither touch the walls nor get hit by any of the blue blocks. If you make it to 31 seconds, you are doing brilliantly!
05/12/2008 Version 0.4
Added Welcome screen
Added Help screen
Added Credits screen
Added exit to HBC functionality
Added reset Wii functionality
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 5th, 2008, 23:15 Posted By: wraggster
Updated release from Yossi:
What is this for?
When HBCb9 came out, they decided that they no longer need to support any invalid .elf files. If you have .elf files, you need to convert then to .dol with some little program that gets buried in some directory when/if you install devkitPro. This script will automate the task of converting all your stuff. It even comes with that little program so you don't need to install the entire devkitPro.
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 5th, 2008, 23:13 Posted By: wraggster
Updated release from Okachobi
A version of SDL Paradroid compiled for the Wii to fill the void in the U.S., where the virtual console lacks C64 games. This version is created from the GPL'ed source code from SDL Paradroid and uses the same data files. The source will be released in accordance with its original GPL license as soon as I get to a stable version. I had considered abandoning the project because of the virtual console version, but then realized its not available in the U.S., and noticed that there are at least 2 PC remakes of Paradroid and several for mobile platforms. So if you like Paradroid and live where it is available, support the virtual console by purchasing it. Otherwise, wait a little while and give this port a try.
This version is in no way derived from the version available on the Wii Virtual Console in Europe. All code and graphics are from the freely-available SDL Paradroid released in 2002 under the GPL license. It has simply been patched in various ways to be compatible with the Wii Homebrew SDL library.
12/4 - v0.4 Released!
I believe the final major crash bug has been fixed
No longer alpha! Ready for inclusion in homebrew browser.
Changes in v0.4
Yellow and Red Alerts no longer continuously contribute to your score.
This was a feature of SDL Paradroid, but not the original C=64 Paradroid. It caused an issue where the backlog of points tricked the game into believing you were on a continuous rampage and never lowered the alert states since it detected a killing spree by looking at the score backlog. This may have worked ok on the PC, but its possible that when I changed the frame-rate timing method that it broke the timing that made this work. It was a good feature in SDL Paradroid, but at least for now its gone.
Now Yellow and Red Alerts will give bonuses for all bots destroyed or overtaken
Bugs fixed around actual number of levels and macros that defined max levels - I *believe* this was causing the crashes by overrunning buffers (this wasn't an issue in Paradroid SDL because it statically allocated the level array to the max allowed levels and not the available ship levels. When I changed this code to do dynamic allocations this apparently caused this issue)
Memory leaks found and fixed
Birds-eye view map offsets fixed
Scoreboard should be fully functional
Boundary checks added for level array to prevent bad x/y coords from crashing game- though I think this might have been caused by the level mismatch bug
Known Issues
Lift teleport issue- lift on a certain level will teleport you to another lift if you activate it, then exit without changing levels
Bots sometimes get confused or stuck - but hey, they're bots, right?
Sometimes after a successful transfer the transfer sound doesn't play and you exit the transfer screen immediately
Occasionally it seems like a successful transfer results in a tie- but its likely a display update issue
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
next » |
|
|