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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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September 18th, 2008, 20:06 Posted By: wraggster
Tantric has released a new version of the Game Boy Advance emulator for the Nintendo Wii and Nintendo Gamecube, heres whats new:
[[What's New 1.0.1]
* GBA games now run at full speed
* Menu improvements, with spiffy new background - thanks brakken!
* Fixed L/R buttons - they work now
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
Custom controller configurations
SD / USB support
SRAM & State saving
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Notes from the Developer
ZIP/DVD/SMB/GameCube Memory Card support are NOT implemented yet. The current build does NOT have adjustable frameskip. Frameskipping is set to 'AUTO' and cannot be changed. While speed is generally near perfect, sound tends to rebuffer as a result of frameskipping, so in-game music may suffer as a result, sounding like a CD-skipping. This does not occur with Gameboy Color games or original Gameboy games, which do not use the frameskip function.
Installation
If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
Launch the emulator using your Loader.
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September 18th, 2008, 20:03 Posted By: Shrygue
via Computer and Video Games
Although all we ever want to do in Sonic games is go mental fast (which is why we hate all the other characters and their slow stages), we actually like the look of Sonic is his fatter ferocious for ripping everything to shreds.
These news screens are taken from the Wii version which, admittedly isn't as immediately pleasing to the eye as the PS3 and 360 version, but it's still looking nice.
Screenshots at CVG
More screens at Slashgamer
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September 18th, 2008, 20:00 Posted By: Shrygue
via Games Industry
Nintendo has lined up a number of new DS bundles for the UK to go on sale in time for Christmas.
All handhelds will be packaged with casual DS games and go on sale next month.
For GBP 120 consumers will be able to get their hands on a White or Black DS with Dr. Kawashima's Brain Training, or a red unit with Big Brain Academy.
A Pink DS console will sell for GBP 130 with a copy of Nintendogs Labrador and Friends or for the same price consumers will be able to buy Cooking Guide: Can't Decide What to Eat? bundled with a Blue DS.
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September 18th, 2008, 19:49 Posted By: wraggster
devilsbook has posted a new version of the Snes Emulator for the Nintendo Wii with his own enhancements:
I don't know if anyone would be interested in it, but just in case...I had made a hack of SNES9x GX, which is identical to the "official" SNES 9x GX version 004 except that in addition to .zip, it supports other archive formats than .zip, some offering better compression: .gz, .tar.gz, .bz2, .tar.bz2, and JMA, which is similar to 7-Zip (supposedly it gives better compression for SNES ROMs, according to the author of the SNES tool NSRT, which as far as I know is the only JMA archiver).
Credits...JMA code was ported from the desktop version of SNES9x, bzip2 code was based on libbzip2 as included in WiiEngine by Hermes, and gz was provided by zlib, with the tar code by me.
I hope someone may find it useful.
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September 18th, 2008, 19:38 Posted By: wraggster
Last night we reported that the U.S. International Trade Commission had agreed to fully investigate the claims made by Hillcrest Laboratories that the Nintendo Wii infringes on four patents they hold for motion-controlled devices.
While this doesn't signal decision on merit, it does mean that it's worth a judge's time to take a close look at it. If the Wii is found to violate Section 337 of the Tariff Act, the Wii can be withdrawn from sale in the U.S.
We contacted Nintendo for comment last night. Their rather straight-forward response just arrived:
http://kotaku.com/5051819/nintendo-r...igation-of-wii
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September 18th, 2008, 17:22 Posted By: wraggster
British modder Bacteria really likes cartridges. The bigger the better. He turned an entire N64 console into a gigantic, beige cart, then took a slew of cheap plug 'n play games and did the same -- though smaller and minus the neutral tones. He dubbed that latest creation the Mini-Platform Plug'n'Play Console System, and promised that Game Boy Advance integration was coming soon. Two weeks later it's here courtesy of a little solder and hot glue, opening up the massive library of Game Boy and Advance titles. Yeah, the system isn't much to look at, and with an entire GBA hanging off the back it's pushing the limits of the word "mini." But, it is an intrepid hack and, like his others, he's more than happy to tell you how he did it.
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September 18th, 2008, 17:08 Posted By: wraggster
Ruh roh. Those wildly flung patent infringement claims tossed out by Hillcrest Laboratories could have some merit, but even if not, it'll be the ITC making the call. The US International Trade Commission has given itself the green light to investigate the allegations made by the aforesaid company, which state that Nintendo infringed on four of its patents in order to make obscenely large quantities of cash with the hot-selling Wii. There's no telling how high (or low) this is in the agency's priority list, but we'll be keeping an ear to the ground for some sort of resolution, regardless.
http://www.engadget.com/2008/09/18/i...ringement-cla/
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September 18th, 2008, 17:05 Posted By: wraggster
via engadget
This is easily one of the more unorthodox hacks we've come across, and while we have all ideas only a few will even bother to give it a go, we couldn't help but share. Steve from PanoCamera decided that lugging around a laptop for precisely controlled shooting was just too much effort, so rather than throwing in the proverbial towel, he simply figured out a better way. By hacking the DS to play nice with his monstrous Canon, he was able to use the handheld to begin / stop shooting and tweak all manners of settings. For those interested in having one of their own, but completely uninterested in using their innate DIY skills to make it happen, drop ole Steve an e-mail.
http://panocamera.com/blog/?p=26
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September 18th, 2008, 05:17 Posted By: Zack
So at the end of an excellent first Coding Competition for RetroEmu.com, we have finally chosen the Winners.
Here are the winners :
1st Place :
Mudlord : With MuNes a NES Emulator.
2nd Place :
Pongo With Glow an awesome space shooter.
3rd Place :
Grizzley Adams With Apple II Emulator for the Nintendo DS.
Bonus Prize :
Sorrowxii for his excellent splash screen implementation in Null Void Naruto
Summary & Prize Details
I will be pm'ing the winners and getting details from them within a few minutes of making this post.
I would just like to say thanks so much to all the entrants! You would not believe how hard it was deciding the winners, the entry's were fantastic. Also thanks to everyone for visiting RetroEmu.com and supporting the competition. Also thanks to Dcemu for always moving news of our competition to it's news forum, it is appreciated
We are planning another competition shortly so stay tuned!
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September 17th, 2008, 22:54 Posted By: wraggster
Aerthel has today updated his app for the DS, heres the full details;
Hello there! This is actually my first post here but i've been reading the wiki and this forum for quite a time (and i have to say, you have a very nice nds homebrew community here). Some years ago, I began a project called 'Project Sheratan' but it was meant to produce a Flash game. To make a long story short, I didn't have the skills to create good Flash content, so I began searching for another platform to program on. When I learned about this community through a friend, the idea came back again.
-- Project Motivation --
This Project (though is not the same as before, i'm keeping the name) aims to create a Card Battle engine for RPG games on Nintendo DS, mimicking the Baten Kaitos series's card system. If you haven't played such games (shame on you! ), there are some pretty good YouTube videos like this one to show how the system works. Basically, you have cards that control your characters movements and actions, and played in certain order will resultin flashing and devastating attack combos.
-- Current Project Status Info --
Latest Release: v0.011
Bottom screen Screenshot
Instructions:
* L/R changes the music
* Touch a card to display its name
* Touch a card while holding Down (or B for left-handed players) to discard it
* Touch a pair of cards while holding Up (or X for left-handed players) to swap them
* Touch a character miniPotrait to set him/her as the "selected character"
* Touch a card while holding Left (or Y for left-handed players) to play it
* Once you play a card, a combo will start, and the timer will activate. Try to finish your combo before the time runs out.
* To play cards in a combo, make sure their numbers go in ascending order like 0->1->2->3->4. You can start the combo with any card, but numberless ones won't result in a combo.
* Once the combo starts, the helping system will find the next playable cards and point them.
As always, you can find more info in the last post
Well, people, I managed to make some final adjustments that were keeping me from releasing a stable new build of Project Sheratan , so here it is
Current Version : v0.011
New Features:
* Cards are now playable! Play them in succesion (0,1,2,3..) to make a combo, but be warned, you have a limited amount of time to do this
* As I just mentioned, the combo timer is done.
* The card selection helping system activates when you play a card. If it's a numbered card, it will search your card for the most appropiate cards for you to play next. Obviously, it's just a help, you still need to select the cards to play them.
* The card tray now recieves your played cards and counts them, like the BK Origins battle system did
* The music is now loaded form the EFS, so music files are no longer a problem (build includes 8 tunes to demonstrate this)
New Controls:
* Touch a card with the stylus while holding Left or Y to play the card.
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September 17th, 2008, 22:43 Posted By: wraggster
News/release from Sylus 101
Sprite Designing/Testing/Creating/Animating On the GO!
Just so it's clear and the purpose of the app isn't in question (as I think it might be) this is intended to be a developers helper in designing/modifying sprites, particularly for use with PALib, but since there is a binary export now I'm gathering they could be used with any dev platform (not like there are many others...).
This is NOT meant to be a stand-alone a program where you make neat-o animations.
v0.92.9c has a small bug fix in it... see read me.
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September 17th, 2008, 22:30 Posted By: wraggster
News/release from roubignolo
Crackdown clone, well, supposed to be.
This build is a very early test bed and is only playable on No$gba.
You need to emulate 2 DS in order to use the mandatory wifi feature.
Basically, you see others players listed, you choose one to challenge. The other accepts and then you access the game.
3D on both screen + wifi + bugs
You move on the same playfield and you can see your opponent moving on your screen. You can run, jump and rotate.
You can also admire the pink textures supposed to be transparent (I'm currentlly strugling on the development forum)
the code (.ds.gba) : http://dl.free.fr/rTrEpOH9C/Code3D.ds.gba
the code (.nds) : http://dl.free.fr/qBnOl6bCD/Code3D.nds
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September 17th, 2008, 22:26 Posted By: wraggster
News via HyperHacker over at gbadev
Heres a new release of the web browser for the DS. Heres whats new:
Changes 0.7:
* User visible changes
o Added inline images
o Add "images" option to config to turn on/off inline images
o Show images as they download
o Image: Fix some JPEG and GIF crashes
o Recognise image/jpg alternate MIME type
o Fix flickering when scrolling to top or bottom (issue 70)
o Some small performance improvements (issue 55)
o Show GPL Licence on splash screen correctly
o Fix HTTPS pages
* Development stuff:
o Doxygen cleanups
o Add debugging options (google-perftools and gcov)
o Changed the installation from source
o Update build system to waf-1.5 (use waf trunk)
* Known issues:
o GIFs are not fully supported - no anims, not all types
o No way to save images unless they are linked to
o Show/hide bookmarks still flickers
o Progress bar doesn't refresh correctly on unzip and save-as
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September 17th, 2008, 21:39 Posted By: wraggster
News via wiibrew
Tantric has released a new version of the Game Boy Advance emulator for the Nintendo Wii and Nintendo Gamecube, heres whats new:
[What's New 1.0.0]
Now compiles with devkitpro r15
One makefile to make all versions
Complete rewrite based on code from SNES9x GX
Now has a menu! ROM selector, preferences, controller mapping, etc
Wiimote, Nunchuk, and Classic controller support
Button mapping for all controller types
Full support for SD and USB
Load/save preference selector. ROMs, saves, and preferences are saved/loaded according to these
'Auto' settings for save/load - attempts to automatically determine your load/save device(s) - SD, USB
Preferences are loaded and saved in XML format. You can open VBAGX.xml edit all settings, including some not available within the program
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
Custom controller configurations
SD / USB support
SRAM & State saving
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Notes from the Developer
ZIP/DVD/SMB/GameCube Memory Card support are NOT implemented yet. The current build does NOT have adjustable frameskip. Frameskipping is set to 'AUTO' and cannot be changed. While speed is generally near perfect, sound tends to rebuffer as a result of frameskipping, so in-game music may suffer as a result, sounding like a CD-skipping. This does not occur with Gameboy Color games or original Gameboy games, which do not use the frameskip function.
Installation
If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
Launch the emulator using your Loader.
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September 17th, 2008, 21:39 Posted By: wraggster
News via wiibrew
Tantric has released a new version of the Game Boy Advance emulator for the Nintendo Wii and Nintendo Gamecube, heres whats new:
[What's New 1.0.0]
Now compiles with devkitpro r15
One makefile to make all versions
Complete rewrite based on code from SNES9x GX
Now has a menu! ROM selector, preferences, controller mapping, etc
Wiimote, Nunchuk, and Classic controller support
Button mapping for all controller types
Full support for SD and USB
Load/save preference selector. ROMs, saves, and preferences are saved/loaded according to these
'Auto' settings for save/load - attempts to automatically determine your load/save device(s) - SD, USB
Preferences are loaded and saved in XML format. You can open VBAGX.xml edit all settings, including some not available within the program
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
Custom controller configurations
SD / USB support
SRAM & State saving
MEM2 ROM Storage for fast access
Auto frame skip for those core heavy games
Notes from the Developer
ZIP/DVD/SMB/GameCube Memory Card support are NOT implemented yet. The current build does NOT have adjustable frameskip. Frameskipping is set to 'AUTO' and cannot be changed. While speed is generally near perfect, sound tends to rebuffer as a result of frameskipping, so in-game music may suffer as a result, sounding like a CD-skipping. This does not occur with Gameboy Color games or original Gameboy games, which do not use the frameskip function.
Installation
If you are using the Homebrew Channel just copy the apps directory from the archive to the root of your SD card. If you are using another loader use the executables/vbagx_wii.dol.
ROMs & saves files should be stored in vbagx/roms and vbagx/saves on the root of your SD card or USB flash drive. You can copy the vbagx directory from the archive to your support drive. Your ROMs must be in ".gba" format.
Launch the emulator using your Loader.
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September 17th, 2008, 21:27 Posted By: wraggster
One of gaming's hottest rumors became truth today with the revelation that Capcom will be bringing Tatsunoko VS Capcom to the Wii. Famitsu got first details in its newest issue.
The arcade version isn't due for final release until December, but the magazine states that the Wii version will feature new elements, including the option for simplified Wiimote-based controls (just an option -- the game also supports a full controls via the Classic Controller).
Capcom is also working on an original character for the Wii version, the genie Hakushon Daimaou. The current cast will all be there as well, of course.
Also included are a set of mini games. Capcom is preparing a mini game for each of the included characters.
Tatsunoko VS Capcom will see its Japanese Wii debut on December 11. The game is currently 70% complete.
http://uk.wii.ign.com/articles/910/910758p1.html
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September 17th, 2008, 21:25 Posted By: wraggster
Video game accessories have just reached a new stage of technological innovation with the introduction of TeknoCreations's InCharge remote charger for Nintendo Wii. Designed to charge one or two Wii remotes, the InCharge is the first and only charging station that will power Wii remotes without having to remove Silicon skins or most other similar protective covers.
Using the power of Lithium Polymer battery packs, the InCharge for Wii provides up to 25 hours of battery life on a full charge and is 50% lighter than other charge solutions for Wii. Likewise the InCharge, which retails for $34.99, uses a contactless inductive charging solution rather than metal contacts to charge each Wii remote. With the InCharge, gamers can save money on batteries as well as eliminate complications that arise from dirty or greasy battery contacts that occur with other Wii chargers.
"The InCharge is a powerful and effective tool that every Wii fan can benefit from," commented Mark Kasok, TeknoCreation's VP of Sales and Marketing. "Our designers have completely eliminated the metallic contact points that always seem to fail over time due to excessive accumulation of dirt, grime, sweat and grease. And gamers no longer have to constantly remove and replace their protective remote skins. Simply drop the Wii remote into the cradle and it will quickly recharge for up to twenty five hours of gaming." Continued Kasok: "The InCharge is the most convenient, cost-effective and technologically advanced charging station available to Wii fans."
InCharge Product Highlights:
Charges through Nintendo Silicon skins and most other protective skins
Uses Lithium Polymer Batteries for increased charging power and reliability
Charge up to two Wii remotes simultaneously
Non-metal conductive charging solution (charge not affected by dirt or grime)
Up to 25 hours of battery power per charge
Rapid recharge solution
50% lighter than other charging solutions
Easy to read LED charge indicator lights
Easy to clean and saves on battery cost
http://uk.wii.ign.com/articles/910/910938p1.html
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September 17th, 2008, 21:24 Posted By: wraggster
Capcom's been pretty quiet following the shocking announcement of Monster Hunter 3's platform switch from the PS3 to the Wii. Now, with more than 2.5 million sales of the recent PSP version firmly establishing the series as one of Japan's biggest, the Wii version has at long last come back into the spotlight with a huge blowout in the latest Famitsu.
The magazine scored an interview with two key hunters, producer Ryozo Tsujimoto and director Kaname Fujioka. The concept for the game, according to Tsujimoto, is to restart Monster Hunter from scratch, filling the game with new ideas. The switch in platforms from the PS2 to the Wii was one of the reasons for this big rethinking of the series, Fujioka explained.
Monster Hunter 3 will place players on a new field: an unexplored island. This setting appears to offer a lot of variety, from thick forests, to dark caves, all the way to deep underwater environments surrounding the island.
The two developers spoke at length about the new swimming component of the game. Players will have full swimming controls over their in-game counterparts when exploring the underwater environments. Outside of hunting for giant submerged beasts, you'll also be able to hunt fish which can later be used as ingredients.
While you'll have most of your land-based abilities available to you while underwater, including the ability to use long-range weapons, you'll have to keep one thing in mind when swimming: air. You have an air gauge which depletes with time, similar to your stamina gauge when running about on land.
In addition to the water environments, you'll be able to explore dark areas, like caves. To light up your surroundings, you make use of torches. Without torch light, these areas would be too dark for hunting.
MH3 will also include brand new monsters. Capcom is approaching this area of the game from a fresh start as well. Fujioka expects that the monsters reappearing from past installments will have a certain freshness about them.
One particular creature is getting particular attention. An giant underwater dragon creature, who happens to be known as king of the waters, is the game's main monster, Fujioka revealed. This dragon can actually survive outside the water, so players will be able to face off against him while swimming or walking, depending on preference.
Monster Hunter 3 will see the return of one element of the series that has been missing from the recent PSP entries: online play. Online mode can be played in four player groups, just like the PS2 installments.
The game retains the concept of a "city," which acts as a lobby for chatting and meeting with other players. When playing solo, this city becomes a village that slowly expands with new facilities and access routes for the island.
While Capcom isn't ready with a final release date for Monster Hunter 3, the game is far enough in development that it will be making a playable appearance at the Tokyo Game Show, which kicks off in Japan on October 9. Expect full hands-on impressions from IGN's monster hunters then.
http://uk.wii.ign.com/articles/910/910744p1.html
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September 17th, 2008, 21:20 Posted By: wraggster
Eke-Eke has today released a new version of his Gameboy Emulator for the Nintendo Wii and Nintendo Gamecube:
Heres whats new from the read me:
17/09/2008:
. fixed "Press Button A" issue with Wiimote controllers
. added fast scroll using wiimote D-PAD
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September 17th, 2008, 21:20 Posted By: wraggster
Eke-Eke has today released a new version of his Gameboy Emulator for the Nintendo Wii and Nintendo Gamecube:
Heres whats new from the read me:
17/09/2008:
. fixed "Press Button A" issue with Wiimote controllers
. added fast scroll using wiimote D-PAD
Download and Give feedback and Compat Reports Via Comments
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