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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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October 13th, 2008, 18:55 Posted By: wraggster
Newly released today:
features
Play seven of your favorite games: Play Darts, Table Hockey, Shuffle Board and Hoop Shoot, or try your hand at variations of classics like Skii Ball, Ping Cup, and Trivia
Fun, Easy Controls: Play your favorite games with the same motions you would in real-life. Slide your hand forward to hit a hockey puck, take aim and toss your dart at the dartboard, use a bowling motion to send you skii ball into a high scoring hoop
175 Characters - 125 unique characters initially available, plus the chance to unlock 50 additional zany characters
Classic Venues: Each game features classic venues appropriate for each activity. Play darts in a British style eatery, Hoop Shoot in a sports entertainment center, and many more
Show Your Friends Who Rules: Participate in multi-player competitions, with friends in your home. Form teams to take on the competition and keep track of your progress on the leader boards
description
Game Party is designed exclusively for the Nintendo Wii game console. It brings all of the rec room classics to your living room, all in one package. Using the Wii Remote, guide your darts, slide your shuffleboard pucks, or launch your skii balls for the ultimate party experience. Up to four player can play at once! Other games include: Table Hockey, Trivia, Ping Cup, & Hoop Shot.
http://www.play-asia.com/SOap-23-83-...j-70-2w0n.html
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October 13th, 2008, 18:54 Posted By: wraggster
Newly released today:
In Crash's latest adventure, the villainous Cortex has teamed up with N.Brio and created a monstrous mind controlling device that has taken over all the bandicoots and mutants on Wumpa Island. Crash sets out to stop the madness by destroying Cortex's evil device using his quick wits, lightening agility, and the hijacked mutant in his pocket!
http://www.play-asia.com/SOap-23-83-...j-70-2td2.html
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October 13th, 2008, 18:49 Posted By: wraggster
Newly released today:
Prey the Stars serves up an incredible world where nearly anything can be devoured. Players must bite, lick, and suck their way to victory as one of the game’s four insatiable and customizable creatures. The more you eat, the bigger and more voracious your stomach will become. It’s an addictive game for anyone with a taste for fun!
http://www.play-asia.com/SOap-23-83-...j-70-1z7w.html
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October 13th, 2008, 18:44 Posted By: wraggster
Newly released today:
features
The hit arcade game returns, now on a handheld console for the first time!
The dual-screen functionality of Nintendo DS injects life into the vibrant game world and its elaborate, action-packed stages
Various combinations of Element Orbs allow players to perform an assortment of skills and Ninjutsu techniques
Two stories told through two protagonists, both with unique attack abilities, provide twice the adventure for players
description
THE LEGEND OF KAGE 2 -- The hit arcade game is back! The thrilling ninja action of The Legend of Kage 2 takes over both Nintendo DS screens, fully utilizing the dual-screen presentation and scrolling to draw players into a dynamic world filled with exhilarating midair combat. With rich, elaborate stages and a compelling story that follows the tale of two protagonists, The Legend of Kage 2 breathes renewed excitement into the classic action adventure experience.
http://www.play-asia.com/SOap-23-83-...j-70-2tf8.html
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October 13th, 2008, 18:42 Posted By: wraggster
Newly released today:
features
BATTLE for the first time as an evil Hollow, including the menacing Menos Grande, in the most intense fighting game on the DS!
CHOOSE from 16 new characters, a total of 44 overall!
MASTER additional Bankai moves and attacks of the returning characters to inflict massive damage
STRATEGIZE with over 30 new Spirit Cards for a total of 90. Also, now you can put up four cards at a time instead of the previous two
FIGHT on a team for the first time or go it alone in free-for-all melee battles
HOST online battle events
CREATE tag team matches
SEND messages to friends
CHOOSE AND CREATE your own icon that will appear during online battles
ADVENTURE through 100 mission-based scenarios
PLAY and REPLAY seven thrilling gameplay modes: Story, Arcade, Versus, Training, Challenge, Time Attack and Survival
description
In this brand new storyline created exclusively for the Nintendo DS™, the battle between Soul Reapers and soulless Hollows hits an all-time high when the evil Hollows finally find a way to infiltrate Soul Society.
It all started when artificial souls with super-powered arms and legs were created to fight Hollows in a top secret experiment. These "Mod Souls," like Kon, were never meant to exist beyond the project but when they found out they were to be exterminated, they hatched a plan to escape Soul Society. Together their collective energy unwittingly opened portals throughout Soul Society that provided easy access to the ever-vigilant Hollows and set off the most intense high-action sword battles the video game series has seen to-date.
http://www.play-asia.com/SOap-23-83-...j-70-2oxb.html
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October 13th, 2008, 18:33 Posted By: wraggster
You have to feel a little bad for WiiWare. Just when it manages to mount a decent effort with the completely solid-looking World of Goo, here's what the Virtual Console answers back with:
Secret of Mana (Super NES, 1-3 players, 800 Wii Points) -- Oh, you remember Secret of Mana, it's only one of the very best role-playing games ever, with two million copies shipped worldwide. It's also got one of the best pieces of box art in history, not that you'll get to enjoy that.
Oh, and...
Street Fighter II: Special Championship Editon (Sega Genesis, 1-2 players, 800 Wii Points) -- In case you have as hard a time keeping SFII games straight at we do, allow us to remind you that this is the one that blends Turbo, Hyper and Champion editions and adds the Group Battle mode. (P.S. Do yourself a favor and check out that video we linked to, it's a treat.)
Wow, WiiWare, that's gotta hurt. At least Art Style: Cubello is there to soften the blow.
http://www.joystiq.com/2008/10/13/se...console-today/
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October 13th, 2008, 05:58 Posted By: tinman
This is a build of WiiTCPLoadGUI v0.02 that uses free QT4 Frameworks. Trolltech compiled framework is not free, only the source code version for open source projects is.
WiiTCPLoadGUI currently only supports Intel system, the framework I compiled is Intel also. The framework is the very minimum needed to run WiiTCPLoadGUI, and will support newer builds of WiiTCPLoadGUI, so this is a one time download.
For problems with WiiTCPLoadGUI goto the project page.
If you have any problem with QT4, or this build of v0.02 let me know. Please check the project page first too see if the problem you have is known to this version, if so it is out of my control.
Note:
The version on the project page will not work with the free framework.
Requirements:
- OS X 10.5+
- Intel Mac
- A Wii
Install:
- Download QT4-min.zip
- Unpack
- Run installer
- Download wiitcpload-v.0.02.zip
- Unpack
- Copy to your Applications folder
- Run, and enjoy
Download: Framework 22MB
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October 13th, 2008, 01:30 Posted By: wraggster
Updated release from Stonebone
Tetattds is a game for Nintendo DS based on the game Tetris Attack by Nintendo / Intelligent Systems. The aim is to line up three or more panels in a stack to make them ‘pop’. The game is over when the stack reaches the top of the screen. If more than three blocks are removed it is called a ‘combo’. If pieces falling down lines up it is called a ‘chain’.
What’s new:
* Network protocol rewritten
* Support 8 players
* Fix displaying highscores
Me and Gustav spent some time during the summer to rewrite the network protocol. Every packet is now smaller which means we can send them much more often. Every client now only sends the changes to the playfield (delta) and also the last seen version of the other players’ fields (ack). The whole field is sent if a new player joins or the delta is so big that it is more efficient to send the whole field. It also sends a new packet directly after reciving a packet from the player on the left. Before it simply sent packets at a fixed interval. The improvement is very noticable with two players.
Unfortunately the improvement is most apparent when using dswifi (”Internet”). It seems liblobby (”Local”) is not as fast.
My friends requested that you could see your own field on the upper screen. This is useful after the round is over to look at what you could have done to survive. This would have reduced the number of players to 4, but I’ve added a button (X) to switch the upper screen to show players 5-8. I noticed this doesn’t work very well on Nintendo DS after packaging this release, because I’ve only tested 8 players in the SDL version. Sorry about that. But if you do get 8 people together please let me know.
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October 13th, 2008, 01:27 Posted By: wraggster
News/release from Pac
Hi everyone!
I'm new here (and to ds development) and I wanted to get some feedback on this game I've been developing this past week. It's a little FPS, with aliens!
At this point it's still a work in progress, only 3 levels, very few SFX and just one weapon, but I think there is already enough to show and get some suggestions.
The controls are:
pad - move around
l/r - strafe (yeah, no stylus controls yet)
a - shoot
y - reload ( you have unlimited ammo, but have to reload manually)
start - pause
select - return to title screen
In each level there is a blue key hidden that is needed to open the exit door.
Also, some credits, I used the NitroEngine to help me code this, very nice!
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October 13th, 2008, 01:22 Posted By: wraggster
Ant512 has updated his windows system for the DS, heres whats new:
Version 0.35 is now out. Changes are listed below. The most significant changes this time around include the addition of a keyboard gadget for text input, cursor support in the TextBox gadget and re-written VBL integration to use a much simpler timer gadget for VBL-based code.
I've attached a screenshot of the keyboard. It has shift, caps lock and control modifier keys, and the full 7-bit ASCII set of symbols (ie. a fairly standard American keyboard layout).
There are two new example projects. One illustrates how to use the new timer, whilst the other shows how to use the keyboard.
- Fixes:
- Renamed "Textbox" to "TextBox".
- Corrected case of "PackedFontBase.h" include in "packedfontbase.cpp"
(thanks Gattman, bug 2101099).
- Removed offcolour pixels from around @ symbol in sysfont bitmap.
- Moved @ symbol in tinyfont.bmp to correct ASCII location.
- SkinnedWindows move to front when clicked.
- Renamed TextBox::TextPositionXXX to TextAlignmentXXX, along with all
related functions and similar in MultiLineTextBox and ScrollingTextBox.
- TextBox::addText() was allocating one byte too many when concatenating
strings.
- Renamed addText() to appendText() in TextBox, MultiLineTextBox and
ScrollingTextBox classes.
- Text::wrap() correctly wraps text rows with no break points.
- Fixed const-correctness of some Font (and subclass) methods.
- New Features:
- Button has different appearance when disabled.
- CheckBox has different appearance when disabled.
- ContextMenuItem has different appearance when disabled.
- CycleButton has different appearance when disabled.
- RadioButton has different appearance when disabled.
- Added WoopsiKeyboard gadget.
- Added all missing 7-bit ASCII glyphs to sysfont.
- Added keyboard example.
- Added TextBox::appendText(char).
- Added TextBox::setText(char).
- Added MultiLineTextBox::appendText(char).
- Added MultiLineTextBox::setText(char).
- Added ScrollingTextBox::addText(char).
- Added ScrollingTextBox::setText(char).
- Added WoopsiTimer gadget.
- Woopsi::registerForVBL() and Woopsi::unregisterFromVBL() now only work
with timers; all VBL code now is handled with timer gadgets.
- Removed EVENT_VBL event.
- Removed Gadget::vbl().
- AnimButton automatically animates as it has as built-in timer gadget.
- Added missing glyphs to tinyfont.bmp.
- Added timer example.
- Added cursor functionality to TextBox.
- Added GraphicsPort::drawFilledXORRect().
- Added GraphicsPort::drawLine() and associated clipping functions.
- Added WoopsiString class and replaced string handling code in TextBox.
- Added Label gadget as a base class for TextBox and Button; can be used as
a read-only, borderless text display gadget.
- Text inherits from WoopsiString class.
- Added MultiLineTextBox::removeText() methods.
- TextBox border bevelled both out and in.
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October 13th, 2008, 01:14 Posted By: wraggster
Updated release from zzo38computer
Xyds is a XY-MINI emulator running on Nintendo DS. You have to copy the .XYM file into the .NDS file at the position saying "THEXYMINIFILEYOUWANTTOEMULATEGOESHERE", including overwriting this text.
http://zzo38computer.cjb.net/nitro2/Xyds/
Please tell me if you notice any mistakes, or any other comment of it, please.
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October 13th, 2008, 01:04 Posted By: wraggster
Hell Hibou has released a new version of his Wii Homebrew Launcher, heres the details:
Wii Homebrew Launcher is an interface similar to that of the Wii menu. It allows you to start homebrew stored on your SD card in the Wii front SD slot. Each program is represented by its own customizable "channel".
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October 12th, 2008, 11:53 Posted By: wraggster
thanks to nintendomax for the news tip:
News /release from Gaz
Jazzier Suite, is a new project I am working on for the Nintendo DS. The program will aid musicians in improving their ability to recognise pitch, read music and to stabilise timing, as not to speed up or slow down whilst playing songs. There will also be a number of tools implemented to help aid in composition and performance. Some of these have already been implemented in the first release, such as, the delay calculator and tap tempo features on the metronome.
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October 12th, 2008, 11:49 Posted By: wraggster
News/release from zzo38computer
Xyds is a XY-MINI emulator running on Nintendo DS. You have to copy the .XYM file into the .NDS file at the position saying "THEXYMINIFILEYOUWANTTOEMULATEGOESHERE", including overwriting this text.
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October 12th, 2008, 11:47 Posted By: wraggster
news via nintendomax
Kram is also involved in the "no interest Dev Compo-en Neumbeur touuu" and this "Blockhead Catapultor", in which you have Degomme other students not to be seen by the teacher.
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October 12th, 2008, 11:42 Posted By: wraggster
news via nintendomax
Trabitboy also participates in the "no interest Compo De-en Neumbeur Touuu" and this "Tommy's Boarding School RPG", watch the author tells us that the game is rough and indelicate..
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October 12th, 2008, 11:34 Posted By: wraggster
Marcan of Team Twiizers has posted a video of BootMii in action, the BootMii adapter lets you boot games as normal but also can be booted into Homebrew and Custom Firmwares etc, check out the video below
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October 12th, 2008, 11:20 Posted By: wraggster
JustWoody has posted a new release of his Mahjong game for the Nintendo wii:
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.
v0.5 12/10/08
Added multi-language support currently supporting English, French, Italian, Dutch, German, Spanish, Catalan, Japanese and Portuguese
Wrote an algorithm to initialise the tiles so that tiles pairs are added in a selectable order
Added a language selection menu including waving flags when hovering above them
Allowed entering and exiting pause in game by pressing the plus button on the wiimote
Allowed the type of game to be selectable by hovering over the pictures as well as the text
Changed all selectable text so that they are selectable for the size of the text for the chosen language
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October 12th, 2008, 11:13 Posted By: wraggster
jam4ar posted this over at the Groundspeak forums:
Saw (and replied to) a post the other day about paperless caching on the Nintendo DS, after thinking about it some more, I decided to write a program for the DS that can read GPX files. So now you can just load your pocket query file or an export from GSAK and away you go. This is a very new (read "has a few bugs") but I think it is very functional even at this early stage.
Sorry for the crummy image - Emulators can't run this program so no pretty screenshots.
Features
-View Description, Hint, Difficulty, Terrain, Owner, Container, and Cache type
-Control with either stylus or buttons (buttons not implemented as I'm posting this but should done by tomorrow)
-See Hint only if you click the button
-Swap windows from top to bottom to control either with the stylus.
-FREE! (Though if you want to send a garmin Colorado or Oregon my way I wouldn't refuse )
A few known (but hopefully fixed soon) limitations.
- Only Geocaches for the moment. child waypoints can't be handled yet. After I add the logic for the parser to tell the difference this should be fixed.
- Scroll Bars in the windows are kinda screwy (dragging with the stylus works great though).
- Limited to about 200 waypoints - This is a hardware issue I believe, but I may try to optimize a bit more for
better efficiency.
- HTML in descriptions is not parsed so some of it looks really ugly. All the text is still there and readable, you just have to sift through the HTML tags to find it.
- I'm sure there are more.
How to get it:
Until I set up a project page somewhere, I will email it to anyone who wants it. Just send me a message here (don't forget to include your email address) and I'll send you the rom along with some more detailed instructions for use. *note you need a flash cart for use, has been tested on R4, should work on others*
A few things to note and give credit where it is due. This was coded up pretty quick and while I've done a good bit of testing I'm sure there are some bugs that need fixing. I can and will in no way be held responsible for any damage or resulting loss from use of this program. It is supplied free of charge and free of warranty, while I plan to develop it a bit more and get the bugs out I can't make any promises of bugfixes or support though I will do my best as time allows.
This was developed using the Woopsi library, a great tool for rapid application development on the DS. XML parsing is done with TinyXML. Compiled using the DevKitARM toolkit along with PALib. Filesystem access is via libFat. This whole thing is made possible by lots of work by lots of people providing great toolkits. Thanks to all of them.
if anyone has time to go over to the forum there and request the file and say it will be hosted at dcemu, infact ill stick it up so you can all grab it without being a member.
http://forums.groundspeak.com/GC/ind...owtopic=205746
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October 12th, 2008, 10:57 Posted By: wraggster
On July 19, 2008, seismologists across the globe experienced a strange phenomenon -- the needles on their trusty seismographs began to bounce ever so slightly. Some would blame it on tiny movements in our Earth's tectonic plates. Others would attribute it to faulty equipment. Those with an active internet connection and a penchant for gaming news, however, quickly discovered the cause of the activity -- simultaneous, powerful groans, uttered in response to an image of Sonic the Hedgehog, brandishing a broadsword.
If you were among those who were hesitant towards yet another Sonic title in which the protagonist vanquishes foes, not with speed and well-timed jumps, but with weaponry, you might want to check out the debut trailer for Sonic and the Black Knight we've considerately posted after the jump. It looks quite similar to other post-Dreamcast games featuring the hyperactive hedgehog, only with, you know, a sword. We're a little puzzled by the trailer's complete lack of Martin Lawrence, but we're sure he'll make an appearance in future media for the title.
http://www.joystiq.com/2008/10/11/so...debut-trailer/
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