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February 1st, 2010, 12:08 Posted By: wraggster
Electronic Arts has registered the name MySims Sky Heroes, filing to protect the trademark in relation to gaming software. While no announcement has come from the huge publisher, trademark observers are speculating that the title refers to the next release in the popular Wii and DS Sims spin-off series.
As spotted by Trademork, the filing also covers 'entertainment services, namely, providing an online computer game,' and refers to the 'provision of information relating to electronic computer games provided via the internet'.
Debuting in 2007, the genre-hopping MySims series offers a casual-friendly version of game design luminary Will Wright's virtual dolls house The Sims. In recent months EA's effort has courted chart success with MySims Racing, MySims Party and MySims Kingdom on both of Nintendo's current formats.
Presently any comment on MySims Sky Heroes remains as pure speculation, as on occasion game publishers can file to protect the name of a speculative release that may never see the light of day.
http://www.casualgaming.biz/news/297...demark-emerges
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February 1st, 2010, 17:31 Posted By: wraggster
Nintendo has confirmed that Monster Hunter Tri will be compatible with Wii Speak.
The special Wii Speak bundle is one of three editions of Monster Hunter Tri that will be available when the game launches in April.
You'll also be able to purchase a package containing Wii Speak and the Classic Controller Pro or you could just buy the game on its own.
Wii Speak will be useful in the game's online multiplayer mode as players will be able to share their knowledge of monsters' weaknesses, discuss hunting strategies and cry for help when needed.
As for the Classic Controller, Nintendo has said that the Pro rather than the Wii Remote will offer the ultimate Monster Hunting experience. As ONM revealed, Capcom were actually involved in the design of this controller which features a second row of shoulder buttons.
ONM has also confirmed that
http://www.computerandvideogames.com...VG-General-RSS
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February 1st, 2010, 17:34 Posted By: wraggster
Nintendo president Satoru Iwata has said that development of Zelda games is traditionally "an exercise in suffering" - but recognised that one game in the series, made in a completely different style and atmosphere, had a major influence on those that followed.
That game is the 1993 Game Boy classic Link's Awakening, the first handheld Zelda, and the main focus of the latest Iwata asks covering the portable entries in the series.
Nintendo general manager Takashi Tezuka - a producer and director of many Mario and Zelda games, alongside Shigeru Miyamoto - revealed that its development began unofficially, as an after-hours experiment, and even after approval it continued in an informal atmosphere.
"I remember that we made Link's Awakening in a really peculiar frame of mind. We began in the free spirit of an afterschool club, so the contents are quite unrestrained. If you look at it, you can tell," he said, noting that they threw in characters who looked like Mario, Luigi, Yoshi and Kirby without thinking.
"It was for the Game Boy, so we thought, 'Oh, it'll be fine,'" Tezuka said. "We moved along at quite a good speed in a relatively freewheeling manner. Maybe that's why we had so much fun making it. It was like we were making a parody of Zelda."
"I thought it was a tradition for working on a Zelda title for it to turn into a kind of exercise in suffering," Iwata countered.
"I remember it was fun working on it, and when it was over, I remember us talking to each other about how fun it was," Tezuka said.
Neverthless, the offhand creation of Link's Awakening had a long-lasting impact on the Zelda series, the Nintendo veterans admitted.
Current Zelda producer Eiji Aonuma argued that "It wasn’t until Link's Awakening that the Zelda titles started having a proper plot." This came from an unlikely source - Tezuka's fascination with David Lynch's surreal TV series, Twin Peaks.
Tezuka decided that, like Twin Peaks, the game should focus on a singular location, and feature "suspicious" characters. "After that, in Ocarina of Time and Majora's Mask, all kinds of suspicious characters appeared. I didn’t tell them to do it that way, but personally, I did find it considerably appealing," he said.
"I'm certain it was a breakthrough element in the series," Aonuma said. "If we had proceeded from A Link to the Past straight to Ocarina of Time without Link's Awakening in between, Ocarina would have been different."
The bigwigs also discuss the decision to farm handheld Zeldas out to the "sporty" types at Capcom, how the smooth and "fun" development of latest instalment Spirit Tracks resulted in a great game ("You can really feel the enthusiasm of the developers when you're playing" - Tezuka), how Miyamoto's original design document for Zelda in 1985 contains all the core elements of the series, and how Miyamoto and Tezuka drew the map for the first Zelda game together, in ink on graph paper, in a single sitting. Those were the days.
http://www.eurogamer.net/articles/iw...e-in-suffering
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February 1st, 2010, 19:00 Posted By: wraggster
Get ready touch screen musicians, Xseed will release Korg DS-10 Plus in North America on February 16.
Korg DS-10 Plus adds on the fly editing and a track mute option in song mode. If you own a Nintendo DSi you get even more synthesizing power. Dual DS-10 mode ups the analog synth simulator from two to four, bumps up the drum machine to two, and allows you to sequence 12 tracks instead of six. Basically, it’s like having two copies of Korg DS-10 Plus on one machine. Watch this video for a run down of all of the features.
Xseed has something else to celebrate about when it comes to Korg DS-10 Plus. This game will be in stock at Gamestop on day one. The original Korg DS-10 had a limited release until Gamestop picked it up three months after it launched.
http://www.siliconera.com/2010/02/01...into-february/
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February 1st, 2010, 21:40 Posted By: wraggster
Capcom takes advantage of the Nintendo DS's download capability today, putting up a demo for Ace Attorney Investigations: Miles Edgeworth two weeks ahead of the game's release date.
Sometimes I forget that I can download things to my regular old DS. Hell, sometimes I forget I can do it with my DSi, and I write The Nintendo Download every week. It's nice to be reminded of the capability now and then, and a demo of Ace Attorney Investigations: Miles Edgeworth seems like the perfect way to remember.
Ace Attorney Investigations: Miles Edgeworth lets players take a turn at crime scene investigation, searching for clues and using logic to combine facts to create new facts, eventually (hopefully) cracking the case. It's a whole new kind of Ace Attorney game, with the same flair and style of the Phoenix Wright incarnations.
Having trouble imagining what that's like? Then download the demo, silly. That, or buy the game when it comes out on February 16th. Your choice!
http://kotaku.com/5461623/try-a-litt...th-on-for-size
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February 1st, 2010, 21:41 Posted By: wraggster
WiiWare finally sees Tales of Monkey Island through to its dramatic conclusion, and Alex Kidd takes a trip to Shinobi World, plus golf, cards, puzzles, and a little action RPG, all in this week's Nintendo Download.
It's been nearly two months since PC players got their hands on the fifth chapter of Telltale Games' Tales of Monkey Island, so it's about damn time Wii owners get their turn. Rise of the Pirate God's (1,000 Wii points) WiiWare release should have fans extinguishing their torches and going home to play, which in turn will allow the Telltale staff to return home to their loved ones once again. I love happy endings, don't you?
The epic conclusion to Tales of Monkey Island is joined by the possibly thrilling sequel to Gameshastra's action-puzzler Tumblebugs (800 points) and Digital Leisure's 5 in 1 Solitaire (500 points) on WiiWare this week.
The Virtual Console adds a bit of fun this week in the form of Alex Kidd in Shinobi World for the Sega Master System (500 points), a game that began as a cutesy parody of Shinobi and grew into a cutesy parody of Shinobi starring Alex Kidd. Remember back when Sega could release a game with only four levels and we'd be perfectly happy? We were such dorks back then.
DSiWare gets five new games this week, with nary a clock or colored notebook in sight. If it weren't for the inclusion of a portable version of Digital Leisure's 5 in 1 Solitaire (200 DSi points), Assoria's Move your Brain Rollway Puzzle (200 points), and EA's Downtown Texas Hold'em (500 points), I'd have hardly recognized the DSi download service.
Especially not with an action RPG in the mix. Gameloft's Legends of Exidia (800 points) covers all of the RPG bases. It has "Legend of..." in the name, a princess has been captured, and only you can complete quests and conquer monsters in order to prevent the resurrection of the almighty Draka. It's just a little bit cookie cutter, but when it's one of the only cookies on the service you don't notice its shape as much.
Finishing up this week's download is Nintendo's True Swing Golf Express (800 points), a tiny bite of True Swing action featuring both round play and a challenge mode that'll help players hone their skills and unlock new courses.
In case you weren't keeping count, that's nine new downloadable Nintendo titles newly available for purchase and play this very morning. Anything pique your interest?
http://kotaku.com/5461415/the-ninten...-world-beckons
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February 1st, 2010, 23:09 Posted By: wraggster
Newly released today:
features
Take on the role of an African Safari Park Ranger. Venture out in your vehicle to rescue wild animals with your lasso
Interactive animal enclosure to name, care for and track your animal after it has been released
Take on missions including animal rescues, photography and tourist sight seeing tours
Extensive level of customisation including characters, costumes, items and vehicle upgrades as you progress through the game
Explore over three exotic locations across many levels
Monitor released animals via real time map positions and check health statistics
description
Become a Safari Park Ranger in a wild action packed African adventure!
Embark on an exotic, action packed journey across your African Safari Park and complete missions to become a fully qualified ranger.
Take on challenges in a variety of Land Rover vehicles to rescue wild animals with your lasso and bring them back to The Ranch. Nurse your animals back to full health in the enclosure before releasing them back to the wild. Packed with realistic environments to explore, exciting challenges, customisation, photography and collectables, Jambo! Safari is a wild new adventure on Nintendo DS.
http://www.play-asia.com/SOap-23-83-...j-70-3hnp.html
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February 1st, 2010, 23:10 Posted By: wraggster
Newly released today:
features
Work against the clock to turn your restaurant into the best restaurant in the world
Juggle making delicious food, keeping everything squeaky clean, greeting customers, and helping your waitress to improve your restaurant's popularity
Prepare yummy dishes including steaks, pasta, burgers, pizza and more!
Take care of VIP customers who will push your service and cooking skills to the limit
Replay each level from Story Mode in Free Mode and challenge your high score
description
Create the best restaurant in the world by cooking up yummy dishes, making your customers happy, greeting them when they stop by, and keeping your restaurant squeaky clean in this vibrant and fast-paced restaurant simulation game. A top-quality restaurant takes a lot of work, and your waitress will need help-keep the place clean, make deliveries, ring up customers, and more. Also features three difficulty levels, over 10 additional cooking mini-games, and Free Mode to replay completed levels and try for the top score.
http://www.play-asia.com/SOap-23-83-...j-70-3jhg.html
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February 1st, 2010, 23:12 Posted By: wraggster
Newly released today:
features
Project Aces, the foremost developer of action-based flight simulation games and the team behind the Ace Combat series, brings their expert knowledge of intense aerial combat to Wii
The flight control stick is simulated by the Nunchuk which is tilted to roll, pitch, and yaw, while the Wii Remote is titled up to accelerate and down to decelerate in its role as the throttle
All the minor details of the aerial combatants are visible against a gorgeous landscape, while the realistic sound effects further immerse the player into an actual aerial dog-fight
A world so depraved that it needs war to thrive, this alternate reality is brought to life with animated cut-scenes and voiced in-game sequences during combat
description
After decades of constant war and fighting, the world has finally come to a lasting peace. But with war being an integral part of their lives for so long, the citizens of the world are desperate for a solution to solve this newfound peaceful life of calm and tranquility.
To ease this tension and to appease its citizens, the government has started pursuing a new round of wars. These new campaigns are not a power struggle between hostile countries, but rather sponsored events between private corporations with military-trained personnel contracted by each side to do their biding for them. It is the battles fought by these corporations such as Rostock and Lautern and the constant media reports on them that satisfy and replace the basic human instinct to fight using the war as a show.
The latest rookie pilot to join the Sky Crawlers, codenamed “Lynx,” is working his way up the ranks and becomes involved in a secret new military project with the goal of making pilots immortal. Join Lynx on his journey to conquer the skies while unraveling the mystery behind the military’s covert new project.
http://www.play-asia.com/SOap-23-83-...j-70-3ie3.html
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February 1st, 2010, 23:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14514.html
An update of the NES emulator nemulator has been released.
Quote:
1/30/2010
nemulator 2.1.3
* Four-screen mirroring fixes. Rad Racer 2 works correctly now (if it doesn´t, your ROM most likely has the wrong mirroring info in its header; try another copy).
* Support for SUROM boards (Dragon Warrior III and IV). Since the iNES format doesn´t provide enough info to identify these boards, the mapper_variant option needs to be set to 1 for them in nemulator.ini (GoodNES ROMs are already configured).
* SRAM wasn´t being saved on reset; fixed.
* Compiled using profile-guided optimization (PGO), resulting in 25% lower CPU utilization (if accurate mode was too slow before, try it now).
* Support for monitor refresh rates other than 60Hz (see timer_sync option in nemulator.ini).
http://www.nemulator.com/
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February 1st, 2010, 23:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14523.html
VisualBoyAdvance Rerecording is a Nintendo GBA and GB/GBC emulator (based on VisualBoyAdvance).
Quote:
r193
add lua51.dll and lib
r192
Fixed torn graphics with old good Direct Draw + VSync.
r191
spell
r190
Fixed crash when playing a movie from power-on with a ROM selected from a multi-file archive.
r189
And oops.
r188
Hopefully fixed multi-byte character set support.
r187
Added VS 2010 project files. Modified two files for VC++ 2010. Fixed Escape shortcut key.
r186
Lua: several changes for joypad api (ported from snes9x): * fixed joypad.set, it works fine even though the script has no frame-advance loop. * changed joypad.set, it no longer adds input if the field value means false.
http://code.google.com/p/vba-rerecording/downloads/list
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February 1st, 2010, 23:54 Posted By: wraggster
News via hackmii:
Recently I was informed that Datel has released a new version of their Action Replay Cheat Cartridge that allows you to cheat in DS games on a DSi console. Knowing that Nintendo put quite some effort in blocking any third party cartridges from working on the DSi I was curious to figure out how they did it.
Before jumping in this article, I’ll give you a small warning that what is written here might be quite “techy” to some people, I advise reading lots of GBAtek (And maybe a bit of dsibrew) when you get lost.
Research™ has shown that getting a DS cart to boot on a DSi requires quite a bit more effort then it did on a (DS)Lite. Cart timings are very important, you cannot eject the cartridge and insert a new one beyond the DSi menu. But most important of all, the DSi menu does additional integrity checking prior to booting the cartridge.
The integrity checking is there to ensure that the cartridge booted is a genuine licensed game cartridge. There is a whitelist stored in the DSi’s NAND, that has an entry for every DS game released, consisting of multiple SHA1 (How these hashes are constructed exactly hasn’t been confirmed) checksums for the cart header, ARM9 binary and ARM7 binary.
I hear you thinking, what about newly released DS games? How will they ever boot on a DSi without an update to the whitelist? Newer DS games come with a RSA signature in the header and so don’t need to be explicitly whitelisted.
So back to the Action Replay DSi cartridge, something that I immediatly noticed is that when the cartridge is inserted into a DSi the icon and title of the game “Game & Watch Collection” show up. That’s a little weird.. but when selecting the icon you are thrown into a AR DSi menu.
Let’s take a step back, if all game binaries and headers are checked against a whitelist or need to have a valid RSA signature, then how does this Datel cart manage to boot?
Full article --> http://hackmii.com/2010/02/lawsuit-c...-2-1/#more-916
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February 2nd, 2010, 00:00 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Mplay...63-t18400.html
scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.
This is a beta version which may contain many bugs.
This new drive can read files from:
SD-HC
USB
Video & DVD DATA DVD
Samba SMB (manager partarge file)
RADIO
QUOTE
R563
- Added volume control hardware via the AVE-RVL
- Added a converter sampling frequency 32 KHz -> 48 KHz
- Added support for IPL.DH in SYSCONF
- Fixed unreliable getch2-Gekko and minor changes in behavior
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February 2nd, 2010, 12:59 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14530.html
A new wip version of the ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy emulator DSP has been released.
Quote:
DSP 0.9ß4WIP 02/01/10
************
-General
+ENHANCE: New function to scroll a screen, but moved within another screen.
+ENHANCE: M6809 - Added opcodes $10EE, $10EF y $102C. Cleaned code of opcodes $10XX.
+ENHANCE: Added functions for not standard sizes sprites and transparent chars based on color table
+ENHANCE: NAMCO Sound - Simplified, now only uses one audio channel and voice are mixed internally
+NEW: NAMCO Sound - Added 8 voices sound
+BUG: At last! Fixed sprites cuts (Ghost´n´Goblins, Black Tiger, Pacman, etc). A lot of corrections in the sprites functions and data structures
-Mappy Hardware
+NEW: Added 8-voice polyphonic sound
+ENHANCE: Fixed scroll
+ENHANCE: Added graphical priorities
+ENHANCE: Fixed sprites.
-Mappy
+ENHANCE: Fixed the last graphical bugs
-Dig Dug 2
+NEW: Added driver
-Super Pacman
+NEW: Added driver
-Galaga Hardware
-Galaga
+NEW: Added driver, don´t work because the custom IO are not working
-Xain´d Sleena
+NEW: Added driver with sound.
-Suna
+NEW: Added driver with sound, missing DAC. Video only have sprites!
-Hard Head:
+NEW: Added driver.
http://code.google.com/p/dsp-emulator/
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February 2nd, 2010, 17:17 Posted By: wraggster
Nintendo boss Satoru Iwata has repeated Reggie Fils-Aimé mantra on the firm's next console, telling investors that simply making the next console compatible with HD televisions wouldn't be enough to guarantee sales.
Last month Nintendo US boss Fils-Aimé said the successor to the Wii would have to offer more than an HD upgrade and Iwata obviously agrees.
The Nintendo boss says: "If asked if making the Wii compatible with high definition -- just making it compatible with high resolution -- will get players throughout the world to buy it, I would of course say: 'Do you think it would sell with just that? It needs something new.'"
According to Andriasang, Iwata claimed that he's never spoken about Wii HD and wonders where the information came from. Try Reggie, boss!
Iwata has also called BS on claims he spoke of the next DS having motion control and HD screens.
http://www.computerandvideogames.com...VG-General-RSS
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February 2nd, 2010, 17:39 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dop-I...15-t18415.html
Dop-MOD IOS is a homebrew developed by Arikado, and SifJar Lunatik which enables IOS to install and apply a patch to exploit the flaw and trucha of the System menu of all regions and versions and chains, to reintroduce the Trucha flaw in IOS as TBR, a report of émmettre syscheck , delete the IOS stub and get info on his boot2.
In contrast to DOP-IOS MarcThis mod allows you to choose which IOS sales person you want to install other.
For those who have been affected by the bug versions 11.3 and 11.4, the solution is to remake a syscheck with v11.5
QUOTE
v11.5
- Fixed bug syscheck who caused restart the Wii at the launch of a chain.
v11.4 (brig chains do not use)
- Fixed syscheck: The check for the permission was supossé replace NAND check the Boot2.
v11.3 (brig chains do not use)
- Fixed syscheck report showed that "Disable" on certain IOS even if they were so patched.
- Fixed a memory leak.
v11.2
- Correction: The revision of the "shopping channel" was set to 0 fesait what he thought she needed to update then it is already
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February 2nd, 2010, 17:53 Posted By: wraggster
Nintendo's Satoru Iwata has promised to finally reveal the new Zelda game this summer.
Iwata, straight to the point, told investors during Friday's financial briefing that, "We will show the new Zelda title for Wii at E3 this year." He added that the Wii Vitality Sensor and games for it will also be announced at the show.
He also revealed a few new titles heading to Japan this year on Wii and DS.
Top of the bill is a new DS Pokemon game - the first in four years. Iwata gave this no name but said there will be "various unprecedented experiences" within.
There's also a new "full-scale RPG" on the way to Wii called Xenoblade. This will be developed by Monolith Software and Tetsuya Takahashi. You may have known this project as Monado: Beginning of the World. Metroid: Other M will be released this summer on Wii in Japan, and Mistwalker's Last Story and Super Mario Galaxy 2 will appear later in the year.
http://www.eurogamer.net/articles/iw...ii-zelda-at-e3
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February 2nd, 2010, 18:07 Posted By: wraggster
Updated release from The incredible boss
This is the very first project I ever started with Palib, I never finished it. I 'found' it back when I was cleaning my hard-disk and decided to complete it to share it with the Palib community.
What is it all about? Just see if your EyeQ is as high as Einsteins IQ. Give it a try an improve your score. The more you play, the better you get ;-)
I managed to fixed the black screen issue, it was indeed related to the save game issue. The download link in the top post is updated. I realise that running it on an emulator will not allow you to break the record... so no more excuses now. :-)
Have fun
Ron
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February 2nd, 2010, 18:18 Posted By: wraggster
News/release from Werty
This game is a learning tool, that teaches you not to mess with fire.
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February 2nd, 2010, 18:33 Posted By: wraggster
News/release from Smileynator
This is my 1 day project, A mini tone matrix. (google it, there awesome, the real ones that is!)
It's a small 8x8 grid of buttons.
Tap a button to activate it. Press the arrows to tell the NDS how many times to play the tune.
Then just hit play, and hear what you made with the button combination
Notes:
There is just 1 problem with this game, The NDS can only process 8 RAW files at 1 time.
Therefor. if you fill 1 line from top to bottom, the next column, will simply skip, until those sounds are done.
Though this sounds like crap, it's no worry, since if you play all sounds at once.. your just hear a very loud note, and it sounds like shit anyway. so just don't do that, make rhythms and loop them, it's a fun little app!
Enjoy,
Smileynator
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February 2nd, 2010, 18:47 Posted By: wraggster
In late February, more than three months after its last Wii release, New Super Mario Bros. Wii, Nintendo will finally launch its next, Endless Ocean: Blue World. This sequel has a twist: It's more of a game than its predecessor.
The first Endless Ocean was a January 2008 oddity here in America, a scuba-diving simulator set to New Age music, a game that encouraged players to take virtual photos of virtual fish or use the Wii's motion controls to pet them. The interactive underwater safari even supported online co-op play, a feature absent from any other Nintendo-published game on the Wii.
The first game was a wet sandbox, letting players transport a boat across a few dozen quadrants of fresh and saltwater diving areas, dunking their diver beneath the surface and scoping out the wildlife. A very light narrative propelled the player through some underwater artifact searches. The game climaxed with the search for a massive whale.
I played the sequel, Blue World, today at a Nintendo demo event in New York City. Like the first, it is developed by a company called Arika and published by Nintendo. I was told by a Nintendo representative who walked me through that game that, well, it's more of a game than the last one.
This time there's a quest, one that the Nintendo guy didn't want to spoil too much, short of explaining that archaeological exploration is involved. I was told that we're looking for the "Dragon Song," whatever that is and that things might get a bit mystical. He said that diving can still be an undersea wander, but that there will be more quests, more tasks with goals.
There's also, in this non-violent game, a sort of gun. The thing is called a Pulsar and I guess it makes fish more mellow. Using the Wii Remote alone, I swam my diver to a region accessible early in the game where a Tiger Shark was lurking. It started swimming toward me. Pulsar at the ready, I shot it a few times. It was subdued. Later, I saw some sick fish, their sickness indicated by red targeting squares hovering over their swimming bodies. In a first-person few, I should some Pulsar rounds at them, making them happier and healthier.
The new game's controls are simple and Remote-only, as were the first one's. MotionPlus is not supported, though Wii Speak is, to improve the experience of the returning online co-op. The game is now set around the world, in four fictional locations in different climates, all populated by realistic and superbly animated sea life. The player has an island home-base this time, from where they can go on missions, take in-game characters on dives and learn what they must do to upgrade their equipment. Better equipment allows a player to dive deeper or for a longer period of time.
While I didn't see it in Blue Ocean, I was told that the new game will also allow players to once again have a dolphin buddy. The player will sometimes need to hang onto the dolphin and let it swim into new regions. In the first game, the player was even able to cling onto full-sized whales.
The first Endless Ocean was one of the Wii's more graphically impressive games, at least in the 90% of it that was set underwater. As with the first game, the above-water graphics and the non-swimming human character models look simple and stiff, but, underwater, the game is delightful to look at. Sealife swims with convincing realism, the ocean teeming with rays, sharks and schools of fish. A swim through a forest of kelp looked lovely.
As devoid of stated goals as the first Endless Ocean was, it still managed to drive the player through its adventure with the motivation of curiosity. When the world undersea looks as beautiful as it does in a well-rendered video game — to say nothing of real life — the pull is strong to swim past the next coral reef and see what is beyond. Grafting more of a traditional goal-oriented game design to that could bring more players to Blue World's depths. But it could also disrupt the natural beauty of serene dive. We'll be able to determine which is the case on February 22 when Endless Ocean: Blue World is released for the Wii.
http://kotaku.com/5462307/after-mari...ame-with-depth
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February 2nd, 2010, 19:18 Posted By: wraggster
When first announced, Nintendo's line of "New Play Control" games seemed like a great idea. Repackage games from the criminally unloved GameCube, then sell them onto a massive audience that missed them first time around. So what's happened?
It's been over a year since the first "New Play Control" title was released in Japan, and since then, only a handful of games have been "updated" for the Wii with new features like Wii Remote compatibility and 16:9 visuals. And not many of them are any good.
So come on, Nintendo. Where are the rest? There are dozens of titles released on the GameCube that are due a second lease on life. Titles like these.
We've gone ahead and made a selection of some of the games we think are most deserving of a Wii re-release. Some, like Wind Waker, are purely for the 16:9 visuals. Others, like F-Zero, are because they're amazing games that never received the sales, or credit they were due, all because they were released on the poor little GameCube.
Also selected are a couple of amazing games that used Nintendo's fun, but under-utilised Game Boy Advance connectivity. Re-release them on the Wii and you can just split the screen and let four players go at it. Finally, we've also picked out a few classic titles from third-party publishers, which to date are yet to be represented in the New Play Control line.
While some may benefit from Wii controls and others may not, it's not - despite the line's name - all about the controller in your hand. The key point here is that there were many GameCube games that suffered unduly from problems plaguing the console itself; with the Wii now the best-selling platform in the world, this is more about giving those games a second chance with people who missed them first time around.
http://kotaku.com/5461905/whats-happ...ntrol/gallery/
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February 2nd, 2010, 20:11 Posted By: wraggster
Tired of saving the world from alien invaders? In Reverse Shooting the tables and your Nintendo DSi are turned.
You play Reverse Shooting with the touch screen on top. The bottom screen has a standard looking spaceship, which is the target in this game. Shoot it down by sliding enemies and tapping ships on the top screen.
Reverse Shooting has a neat versus mode too where one player controls the spaceship with the buttons and the other manages the enemies on the same DSi.
http://www.siliconera.com/2010/02/02...erse-shooting/
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February 3rd, 2010, 02:23 Posted By: wraggster
Schism Tracker 20100202 released by Storlek
Schism Tracker is an editor and player for tracked music (IT, XM, S3M, MOD, etc.), heavily based on the look and feel of the DOS program Impulse Tracker
20100202
Using pbsds's spiffy icon. Thanks!
No longer crashes at startup when loaded with Bannerbomb. (Still crashes at exit.)
Initial support for Doom .mus files, added by request of SandMan. No drums, and it doesn't do pitchbends, but it's a start.
Display changed to default to YUV overlay (much faster!)
Fixed a bunch of file load and playback bugs
http://wiibrew.org/wiki/Schism_Tracker
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February 3rd, 2010, 02:30 Posted By: wraggster
In early January, Nintendo President Satoru Iwata gave an interview with Japan's second largest newspaper The Asahi Shimbun. The printed article has been a source of dispute.
In the original article, the Asashi Shimbun quoted Satoru Iwata as stating the Nintendo DS successor will have "highly detailed graphics, and it will be necessary to have a sensor with the ability to read the movements of people playing".
Nintendo of America told Kotaku that the Asahi Shimbun had "misinterpreted" Iwata's remarks. "Mr. Iwata did not make any comments regarding the functions of Nintendo's future hardware systems," Charlie Scibetta, Nintendo of America's senior director of corporate communications told Kotaku. "The answer to the reporter's question was misinterpreted."
The Asahi Shimbun stands by its reporting and issued a statement to Kotaku Japan that read: "The article quoted Nintendo President Satoru Iwata's comment accurately." The actual quote in the article is a fragment of a longer sentence.
During a recent investors Q&A, Iwata was asked about new hardware. "Naturally, we are always developing new hardware," Iwata replied. However, Iwata says he is not in a position to talk specific details about upcoming hardware. The exec went on to address the issue with the Asahi Shimbun, asserting that the reporter stated, "The graphics for the next DS will be highly detailed and it will contain a motion sensor, right?" Iwata claims he then replied, "Those things are naturally being required. But do you think it would sell with just that?" Iwata emphasized that this last part was left completely out.
Now it seems as thought Nintendo is saying that these features (better graphics, motion sensor) are being viewed as basic requirements — and Nintendo is probably correct in this assertion. Most likely all future handhelds will have motion sensor tech and improved graphics. The issue here is whether or not Nintendo brought this up or the Asahi Shimbun is putting words in Iwata's mouth when the exec was speaking indirectly and not necessary divulging Nintendo's plans.
This is where a recording would be helpful! Perhaps the Asahi Shimbun has one, hence the paper issuing a statement that it stands by its reporting. Perhaps, it does not, but trusts its reporter's work.
While the Asahi Shimbun article did not touch on an HD Wii, Iwata also took the opportunity to clear the air, stating he has never mentioned an HD Wii. Speaking hypothetically, Iwata also mentioned that if he heard Wii getting HD, that it would need more than simply high definition to get new customers around the world to purchase the console. "I would ask, 'Can it be sold with just this? It needs something new." But what?
http://kotaku.com/5462023/nintendo-v...r-it-continues
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February 3rd, 2010, 15:47 Posted By: wraggster
We've previously reported that Zelda Wii will be at E3 this year. Exciting enough, right? But now we know it's going to be playable at the show. Sweaty palms, anyone?
Nintendo producer Eiji Aonuma has confirmed that he's looking to show off a hands-on demo at the June show - and that the title will only work with MotionPlus.
"I'd like to show something playable," Aonuma told that latest issue of Famitsu.
He added that the game would work exclusively with Wii MotionPlus. "It just feels so natural," added Aonuma. "Link's sword and the controller that you're holding become one."
Development is progressing, with Aonuma commenting: "We've progressed in development since last year. At present, the core areas have come into clear view."
However, the great man couldn't give a release window.
http://www.computerandvideogames.com...VG-General-RSS
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February 3rd, 2010, 20:41 Posted By: wraggster
Super Monkey Ball: Step & Roll will expand the fanbase for its long-running arcade-style puzzle franchise, thanks to Balance Board compatibility.
That’s according to Sega, which is holding high hopes for the upcoming Wii title, due for release on February 12th.
The firm believes the device’s accessibility will introduce the series to a whole new audience.
“This is the first time any game in the series has utilised the Balance Board, which opens up a whole new way to play,” Sega PR and marketing exec Kate Billingham told MCV.
“It’s going to broaden the reach of Super Monkey Ball games even further, and that can only be a good thing.”
The previous Super Monkey Ball released on Wii, Banana Blitz, sold through over 250,000 units, and Sega is hoping to top this with Step & Roll. To help boost the game further, the company has drawn up a targeted marketing push.
The majority of the campaign will be aimed at children, such as a partnership with popular kids’ site, Bin Weevils, which will host treasure hunts and launch parties.
There will also be contests, puzzles and ads in kids’ print press, as well as community-dedicated challenges targeting veteran fans through YouTube, MySpace and Facebook.
“We think Step & Roll is the most accessible title yet,” added Billingham. “The Balance Board element fits perfectly with the rolling gameplay mechanic and really brings the collection of puzzles to life.
“Super Monkey Ball has a strong heritage, and with every title the quality just gets better. If you’re a fan or a newcomer, there’s something to suit you.”
http://www.mcvuk.com/news/37433/Bala...er-Monkey-Ball
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February 3rd, 2010, 20:41 Posted By: wraggster
Sega has revealed Tournament of Legends, a Wii exclusive from The Conduit developer High Voltage.
By the sound of the PR, it's an arena-based fighter "featuring a host of fighters based on legends from world mythology: the Minotaur, a powerful Gladiator, a mighty Valkyrie and others".
Weapons and magic also play a prominent role, and it's out in May. No claim that it'll look as good as a 360 game this time though, thank goodness.
Interested? Here's the full PR:
SEGA Europe Ltd. and SEGA of America, Inc. are excited to announce a new project in partnership with developer High Voltage Software - Tournament of Legends. Exclusive for Wii, Tournament of Legends is scheduled for release in May 2010.
Tournament of Legends offers a 3D fighting experience for one or two players, featuring a host of fighters based on legends from world mythology: the Minotaur, a powerful Gladiator, a mighty Valkyrie and other well known and awe-inspiring characters. Take these fighters to epic battles in fantastic fighting arenas where the combatants wield legendary weapons, launch magical attacks and dodge giant mythological creatures that protect their lairs. Master a range of incredible combat moves; including unleashing a man-eating lion, summoning a deadly rain of arrows and throwing a nest of venomous snakes.
Tournament of Legends strives to offer even the most sophisticated Wii gamer a rich weapon fighting experience. Players will be able to switch weapons and enchantments with other characters, or compete in various Wii Remote/Nunchuk controller challenges which include dodging giant mythological creatures, or restoring health and armour during fights. The game also features an Interactive Training mode and supports the Classic Controller.
Tournament of Legends cinematic effects and graphics are fueled by the High Voltage Software Quantum 3 engine, specifically designed and optimized for Wii. Large 3D mythological fighters move fluidly while all fighting arenas, characters, and magical attacks are polished by advanced real-time lighting, blended animation, cinematic colour curves and more.
http://www.computerandvideogames.com...VG-General-RSS
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February 3rd, 2010, 23:12 Posted By: wraggster
New from Divineo China
Supply power to your PSP GO, PSP-3000, PSP Slim, PSP-1000, NDSi-XL, NDSi, NDSL, NDS, iPod, Nano, Shuffle, iPhone 2G/3G/3GS ,Nokia mobile phone and other AV electronic appliances in your car with this car-lighter adapter which provides power supply to the rechargeable lithium battery pack.
It comes with a red light indicator that will light up when the console/device is charging.
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February 4th, 2010, 00:26 Posted By: wraggster
The lavalit team have released a new version of Openbor for the Nintendo Wii:
Heres whats new:
Log message:
Fixed infinite recursion when displaying credits on Wii.
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February 4th, 2010, 00:57 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dolph...00-t18429.html
A new version of Dolphin, the GameCube and Wii emulator for PC is available.
Changelog R5000
QUOTE
Dolphin SVN changelog:
r4997
Fixed detection of some wii root files
r4998
Falcon4ever prefers to keep a standalone copy of njoy code in repository.
Nake, please make a branch / tag after release so that the code of njoy will be saved as a standalone plugin
r4999
Revert commit 4997 and fix in a way that is more consist with the structure before the global build patch
R5000
a lot of changes here
first fixed scaling backbuffer when updating to make it friendly with encoders, frame dumping must now work without errors in any codec. clean screenshot and frame dumping code is more correct now, faster and stable. Improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the hash of the final texture, and making use of a 64 bit
hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. last and biggest changes: pseudo antialiasing implemented: a post-image process algorithm that mimics antialiazing fare and is more easier to implementation in this scenario. You can change the intensity of the effect changing the values of the combo antialiasing. The right value depends on The Game. For example mkwii looks awesome with 8x.
please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap.
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February 4th, 2010, 00:57 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dolph...00-t18429.html
A new version of Dolphin, the GameCube and Wii emulator for PC is available.
Changelog R5000
QUOTE
Dolphin SVN changelog:
r4997
Fixed detection of some wii root files
r4998
Falcon4ever prefers to keep a standalone copy of njoy code in repository.
Nake, please make a branch / tag after release so that the code of njoy will be saved as a standalone plugin
r4999
Revert commit 4997 and fix in a way that is more consist with the structure before the global build patch
R5000
a lot of changes here
first fixed scaling backbuffer when updating to make it friendly with encoders, frame dumping must now work without errors in any codec. clean screenshot and frame dumping code is more correct now, faster and stable. Improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the hash of the final texture, and making use of a 64 bit
hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. last and biggest changes: pseudo antialiasing implemented: a post-image process algorithm that mimics antialiazing fare and is more easier to implementation in this scenario. You can change the intensity of the effect changing the values of the combo antialiasing. The right value depends on The Game. For example mkwii looks awesome with 8x.
please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap.
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February 4th, 2010, 01:09 Posted By: wraggster
Pate has released a new version of his excellent Dos Emulator for the DS, heres whats new:
Last weekend, actually about an hour after I wrote the blog post below, my development PC started acting up. All the programs crashed one after another, until I got a blue screen. When I tried to reboot, it wouldn't start at all. I removed the extra SSD RAID pair I had in it, and then it booted, but again got a blue screen after a little while.
I ordered parts for a new PC (as this one is about 5 years old already) as these symptoms have not improved since. This is also why I decided to release the 0.04 version today ahead of schedule, in case this PC stops working completely.
The new version has the changes mentioned on the previous blog post, but they are not very well tested due to my PC problems. I hope this version works better than 0.03, though.
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February 4th, 2010, 01:50 Posted By: wraggster
The incredible boss has posted a new release of his game for the DS:
This is the very first project I ever started with Palib, I never finished it. I 'found' it back when I was cleaning my hard-disk and decided to complete it to share it with the Palib community.
What is it all about? Just see if your EyeQ is as high as Einsteins IQ. Give it a try an improve your score. The more you play, the better you get ;-)
Thanks, glad that someone likes it Fix uploaded, starting post updated.
R.
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February 4th, 2010, 01:56 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...40cf93d6411802
Rhaleblian proposes a new version of its eBook reader for the DS, "DSlibris".
Version 1.4.9
* Speed increased homebrew.
* Support for OpenType fonts.
Version 1.3
* Better use of memory space.
* Improved staging of homebrew.
* The increased compatibility with the texts.
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February 4th, 2010, 17:55 Posted By: wraggster
Campaign Magazine claims TV spot was the second most effective in the UK in 2009
UK trade publication Campaign Magazine has hailed Nintendo’s Ant and Dec TV advertisement as the second most effective in the UK throughout 2009.
Created by Karmarama, the prime-time TV spots saw the likeable Geordie pair chatting with UK families about the various functions of Wii and DS.
Campaign’s results come from a TNS survey that measured how likely consumers were to purchase products or services after watching an ad. 250 separate advertisements were measured in total.
Nintendo’s creative missed out on the top spot thanks to Dettol’s antibacterial spray campaign, which was given a significant boost thanks to last year’s global swine flu scare. Other campaigns recognised for their success included Walker’s Gary Lineker ads, Apple’s iPhone 3G marketing and Comparethemarket.com.
Now, if Nintendo can just ensure that the next DS has built-in swine flu protection…
http://www.mcvuk.com/news/37445/Prai...dos-Ant-Dec-ad
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February 4th, 2010, 19:14 Posted By: Shrygue
via Kotaku
Zangeki no REGINLEIV, the upcoming Wii action game from Japanese studio Sandlot, will be out on February 11. The game has been development for years.
In an recent round table discussion with Nintendo president Satoru Iwata, Sandlot's Takehiro Honma said, "Because the project got the OK sometime between summer and fall 2006, development has been over three years."
To which Iwata replied, "The Wii hadn't even gone on sale." That's correct, Nintendo president! The Wii would not go on sale in Japan until December 2006.
Sandlot is best known for their Earth Defense Force series of games. That, and taking a long time to make their Wii game.
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February 4th, 2010, 19:22 Posted By: Shrygue
via Computer and Video Games
We've got more good news for fans of 2D Sonic games this morning. Following the announcement that Sonic will return to 2D action in Sonic the Hedgehog 4, ONM has confirmed that Mega Drive classic, Sonic & Knuckles will be coming to Virtual Console on February 12.
Sonic & Knuckles was originally released in 1994 and its release on Virtual Console ensures that you will be able to download the four best Sonic platformers for Wii from next week.
Sonic's tale follows directly on from the end of Sonic The Hedgehog 3 with our hero falling to Earth on Robotnik's damaged Death Egg. He manages to leap off and land in a mushroom filled woodland where he attempts to locate and destroy the Master Emerald whilst keeping an eye out for Knuckles.
Meanwhile EggRobo drops a bomb on a dozing Knuckles who then goes on a mission to stop EggRobo from stealing the Master Emerald.
Will we be able to play Sonic 3 & Knuckles though? That's all we're interested in.
Last paragraph: My thoughts exactly, what about anyone else?
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February 4th, 2010, 20:44 Posted By: wraggster
Warner Bros. has revealed a new Wii game called Vacation Isle: Beach Party.
Due June, this is the next instalment in the Game Party series, a family-friendly affair.
On Vacation Isle you'll be able to pursue all manner of tropical beach sports. There's surfing, wakeboarding, even dancing. Perform well and you'll earn Sand Dollars to spend on avatar customisation.
Up-to four people can play, and the Wii's balance board can be used to spruce up the board-based activities.
Two years ago, Game Party scored an incredible 1/10 on Eurogamer. We didn't bother with the series after that. Still, original-and-now-defunct publisher Midway revealed that the series had sold 3m copies as of February 2009. Apparently scores are not everything.
http://www.eurogamer.net/articles/va...-party-for-wii
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February 4th, 2010, 23:16 Posted By: wraggster
News via hounjini
http://www.instructables.com/id/Conn...-with-ARDUINO/
this is my instructable see to more information.
What you can do with it :
transmit data between arduino and ndsl.
so, you can use your ndsl to arduino's wireless lan or arduino to your ndsl's digital IO port!
What you need:
Hardware :
NDSL GBA cart cover
nintendo Y driver (eventhough you don`t have, no problem!)
some wires (3 wires, enough! 4 wires GREAT)
cutter knife,
soldering iron,
solder,
ARDUINO
NDSL
Software:
devkitpro
libnds (for nintendo development)
arduino
How it works:
NDSL has GBA bus. It has /WR pin and External interrupt pin.
If you access gba bus, /WR will toggled, so I can use /WR to send data.
However, it lasts just 350us. It mean you cannot use this pin to digital I/O pin directly.
So I mimic NEC REMOTE CONTROLLER protocol(TV, VIDEO etc...)
External interrupt pin is used to receive data, /WR pin is used to send data.
ARDUINO works exactly same way.
these are my youtube video
this is my source code(library + example)
http://www.instructables.com/files/o...7HG5703VTX.zip
I tested it only with my NDSL and ARDUINO, so it could have some errors.
If you have any question or find problem, send me mail
hounjini at gmail.com
Thank you for reading.
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February 5th, 2010, 23:09 Posted By: wraggster
Nintendo made a game that uses the Nintendo DSi’s camera to create characters called Photo Fighter X last year. Seems like Nintendo will bring it to other regions under the name Photo Dojo.
You start Photo Fighter X or Photo Dojo by taking pictures in different poses and picking a fireball. This guy’s fireball is a giant fist, but you can create whatever you want. Then you can bring your photo fighter into a side-scrolling beat ‘em up or fight a photo friend in versus mode. This isn’t a Street Fighter replacement, but Photo Fighter X is a neat toy to play with.
And Australia might be creating photo fighters soon since the OFLC rated Photo Dojo with Nintendo as the publisher.
http://www.siliconera.com/2010/02/05...ing-stateside/
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February 5th, 2010, 23:11 Posted By: wraggster
Here’s an interesting bit of trivia from Nintendo’s financial results briefing. When asked for his opinion on 3D technology in games, Nintendo president Satoru Iwata stated that he felt 3D technology wasn’t suited to multiplayer or family-oriented games, which is what Nintendo have been primarily focused on.
However, he went on to reveal that the idea of developing 3D games on a home console has been tossed around at Nintendo before, and that there were even measures taken to help realize it on the Gamecube if the need ever arose.
“In fact there have already been discussions for a possibility of a 3D video game for a long time,” stated Iwata. “To tell you the truth, GameCube is secretly designed to load graphical circuits which display graphics for right and left eyes respectively, for a future possibility of realizing 3D gaming experience. So actually we have had interest on this technology, but I have some doubt about everyone needing glasses to play.”
As final note, he added: “To wrap up, we have interests but are also aware that there are so many hurdles to overcome, thus we don’t believe every kind of game will become 3D environment in no time.”
http://www.siliconera.com/2010/02/05...-for-3d-games/
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February 5th, 2010, 23:37 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Out-of-Print Archive release this week is Nintendo Magazine System issue 2 from November 1992. This issue was kindly donated to Out-of_Print Archive by Mort and edited by triverse. The magazine can be found at the NMS2 page on the main OoPA website, along with the accompanying online reviews: King Arthur's World and Spindizzy Worlds for the SNES, and Parasol Stars and Super Mario Land 2 for the GameBoy.
Weblink: Nintendo Magazine System 2 - november 1992 (UK) http://www.outofprintarchive.com/cat...stem/NMS2.html
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February 6th, 2010, 00:34 Posted By: wraggster
TowerDefense v0.94 released By wplaat
TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!
http://wiibrew.org/wiki/TowerDefense
05-02-2010 Version 0.94
GUI:
- Improve video initialization.
- Overall FPS has improved 50 percent. Thanks Crayon.
- Lots of other small GUI changes.
Core:
- Mixed the weapon fire mode a little bit more!
- Nuke is 500 dollar cheaper!
- Increase http buffer size to 10Kb.
- Added inline source code remarks in javadoc style.
- Use Doxygen (windows tool) to create HTML source code documentation.
- Use GrrLib 4.2.1 BETA library (Now native FreeType support available).
- Build game with devkitPPC r19 compiler.
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February 6th, 2010, 00:35 Posted By: wraggster
LibLOL 1.0 Alpha Has Been Released By Calthephenom
LibLOL is a simply a C++ port of LOLCODE, the programming language for kittehs. release should be sometime this weekend, allowing you to use LOL syntax in your Code. The LAUL (LibLOL) Functions are in all caps, just fyi. Also, Make Sure You Have SQLite in Your Dev Path, and modify your makefile as such, before libOGC.
February 5th, 2010 Version 1.0 Alpha
Added Support For SQLite Functions, all documented at both the site and in the file,also fixed some broken functions.
February 4th, 2010 RC1
Simple Release, With Basic Functions And Such.
http://wiibrew.org/wiki/LibLOL
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February 6th, 2010, 22:45 Posted By: wraggster
A new report by Game Developer Research reveals that the number of developers working on games for the iPhone continues to rise, roughly doubling in number from last year. At the same time, the amount of work done on games for Nintendo's Wii dropped significantly:
"Just over 70 percent of developers said they were developing at least one game for PC or Mac (including browser and social games), rising slightly from last year; 41 percent reported working on console games. Within that latter group, Xbox 360 was the most popular system with 69 percent of console developers targeting it, followed by 61 percent for PlayStation 3. While those console figures stayed within a few percent of last year's results, the change in Wii adoption was much more significant: reported developer support for the system dropped from 42 percent to 30 percent of console developers, supporting numerous publishers' claims of a recent softening of the Wii market."
http://games.slashdot.org/story/10/0...-Away-From-Wii
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February 7th, 2010, 01:54 Posted By: wraggster
CustomizeMii 2.2 released by Leathl
CustomizeMii is a custom channel creator for the Wii.
The .NET Framework 2.0 is required to run this application!
A mono version is available which runs under Linux / Mac OS X (Requires the mono framework to be installed!)
Changelog
Version 2.2
Fixed some bugs with the preview window
Fixed Complex Forwarder in combination with Waninkoko's NAND Loader
Fixed saving of base WADs
Fixed saving of WAD after sending it to the Wii
Fixed CMP TPL code (thanks pbsds)
Added conversion to IA8 (thanks pbsds), IA4, I8 and I4
Fixed conversion from IA8 and I4
Fixed some general TPL bugs (format detection, ...)
Added additional paths to the Complex Forwarder (max. 16)
http://wiibrew.org/wiki/CustomizeMii
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February 7th, 2010, 02:01 Posted By: wraggster
Updated release from Lino:
Simple client for Facebook's chat. The current version is a beta, Im using Pidgin's source code for Facebook's protocol, for other featuers like GUI etc etc, Im using PAlib and libNDS. The project is compiled with devkitARM and the support of the others libs, like libdswifi, libgif, libctaocrypt, libcyassl.
06 February 2010 - fb4nds 1.0 Finale Version
First release for this homebrew. More fixes and changes. Finaly the chats working well.
If you have the expansion ram like 3in1 you can view your friends's avatar.
http://fb4nds.beedoo.org/index.html
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February 7th, 2010, 21:11 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...07-t18491.html
Updating rev107 in the file explorer on the Wii made by dimok and r-win.
Forwarder v3 always available
You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.
QUOTE
R107
- Code tidying and fixes
- Removed all compile warnings
- Improved memory usage of libtiff
- Improved memory usage and copying of files loading up
- Made a little speed up due to that for copying
- Added forgotten loop mode for background music
- Added the AutoConnect setting back to the Settings Because for connecting LAN seems to cause a crash (You need to turn it on you first start)
- Added missing translations in some places
- Proper use of ogglib (vorbisidec) no more tremor (thx to Tantric)
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February 7th, 2010, 21:17 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
Since my main development PC is somewhat broken, I installed the latest devkitARM on my laptop. I have been using the same old devkitARM version for DSx86 development since I started the project (as I hadn't dared to upgrade in case DSx86 stops working), but I had only a couple of very minor issues when compiling DSx86 with the latest development kit (r27). Also, it seems that the disk access (SD card access, actually) using libFAT is much faster in this version than in the old version I had been using, so the 0.05 version of DSx86 should load games faster than before.
My laptop is quite old and not very ergonomical to work on, so I didn't spend as much time coding DSx86 as I usually do on weekends. I concentrated my efforts on finding a couple of problems in the old Sopwith 1 CGA game. I had noticed that it does not go to graphics mode at all on DSx86, so I debugged it in DOSBox in trying to find out what method it uses to go to graphics mode. Turns out it uses IRET opcode to call the BIOS INT 10h address! I hadn't coded any support for such a weird calling method, I only checked the INT and JMP opcodes to determine if the address is in the reserved area in the BIOS where all the emulated interrupt handlers of DSx86 are.
This problem made me realize that my current method of trapping the interrupt addresses is not very robust, so I changed the method completely, now I use the undocumented opcode 0xD6 (SETALC) as a flag to mark a software interrupt entry. If the CS:IP is between F000:0000 and F000:00FF when this opcode 0xD6 is handled, it means an entry into an emulated software interrupt, else the opcode behaves like SETALC opcode normally does. This method is quite similar to how DOSBox handles the software interrupts, except that DOSBox uses the unassigned modrm bytes of opcode 0xFE to flag software interrupt entries. Having a single-byte opcode as a flag suited the DSx86 architecture better.
After that fix the game went into CGA graphics mode fine, but there was still a problem with a REP MOVSB command it used to draw the land. I noticed it used segment address B900 instead of the CGA graphics memory start address B800 to move the data, and this made me realize that I had a problem in the way I handle the graphics memory addressing. I assumed (stupidly) that the segment register always points to the start of the graphics memory and the actual location is determined solely by the index register (SI, DI or BX). Of course this does not need to be the case, so I had to fix all my CGA memory addressing so that it is based on the correct physical "segment*16+offset" address. I believe I still have this same problem in the other graphics modes besides CGA, so this I need to fix before releasing version 0.05. Anyways, after those fixes Sopwith 1 runs on DSx86, however the game does not seem to have any adjustment for the speed of the PC, so it runs really fast and is pretty much unplayable, same as in DOSBox. I don't think that is much of a problem, though, as there is a Nintendo DS version of the game.
I also went through a couple of the log files I have received from 0.04 (thanks for those!) and fixed the easy issues. I noticed a couple of unsupported graphics opcodes in the logs where I could not determine which graphics mode this happened in, so I need to add a current graphics mode indicator to the log information for the next version. Most of the issues in the latest log files are not fixed yet, though, so this work I'll continue during the next week, while waiting for the new parts to arrive for my development PC.
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February 7th, 2010, 21:22 Posted By: wraggster
News/release from http://dsgamemaker.com/forum/viewtopic.php?f=28&t=3682
A project Ive been working on for a while, has finally bourne its v1.00 title and thus has been released. (I use down to 0.01 increments in advancing the version; its been through a lot).
Like it says on the tin - it IS a rock paper scissors game, but; with custom pixel-art graphics and synthesised tunes, unlockable trophies, and a graphical display system for your progress in recent plays (that saves how you've been doing and gives you feedback on it) -- in general, its quite an aesthetically pleasing game. Kill the boredom and kick back with some good old rock, paper, scissors with my own characters and style.
Enjoy!
-- Metatarsals
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February 7th, 2010, 21:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...b42618215615ab
thatotherdev offers version 1.0 of its game platforms "Time Frack 2D"Also available on PC and GP2X.
I know it took a lot longer then it should have for such a small update but here it is. I added characters and enemy and you and them can both be pushed around and they disappear if you shoot them. The Wii version and now the PC version also scale up both visually The Game nearest neighbor style the same way that Revolt of the Binary Couriers did well the GP2X version still uses the original 320 × 240 image untouched since that is what the screen resolution systems is anyways. Aside from that its the same.
Controls for PC and GP2X are the same as before and for you hold the Wii controller sideways (NES style) and use the d-pad to move side to side, the 2 button to jump, the one button to shoot and the plus and minus buttons to speed up and slow down time.
I'm not sure when I'm going to work on this again. It is something that I really want to make but I think I'm going to focus on They Do Not Die for now. I know I'ma horrible person and I never end up working on the shit that I say I'm going to do and I should finish this game and blah blah blah but hey that also means that I might end up switching back to working on this sooner then I plan to Which is kinda a good thing right?
http://thatotherdev.wordpress.com/20...hardly-a-game/
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February 8th, 2010, 12:53 Posted By: wraggster
Shigeru Miyamoto has revealed that he is developing a new Wii game that will use MotionPlus.
Speaking at the 13th Annual Japan Media Arts Festival where he received a Special Achievement Award, Miyamoto is reported to have told the audience that he is working on a new motion based game.
So far the only Nintendo game that uses MotionPlus is Wii Sports Resort, although Miyamoto is also working with Eiji Aonuma on the forthcoming Legend Of Zelda Wii game which, as reported last month, will only work with the accessory.
In the same speech, Miyamoto confirmed that Nintendo is developing new hardware and he also revealed that Super Mario Galaxy was inspired by a hamster. Amazing.
http://www.computerandvideogames.com...VG-General-RSS
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February 8th, 2010, 18:50 Posted By: wraggster
Publisher THQ has announced a brand new Wii title that is in development and due for release this spring – All Star Karate. The game is an extension to THQ’s existing ‘All Star’ IP, the first release of which was All Star Cheer Squad, a 2008 title concerning cheerleading.
All Star Karate will also offer optional support for the Wii MotionPlus, the use of which will apparently allow for “a true full-body experience”. Players can also choose to play with just the standard controller and nunchuck, or two WiiRemotes.
“In All Star Karate, players will follow the life of a young, martial arts novice whose noble attempt to save an elderly man from a pack of ninjas brings him face-to-face with a true karate master,” the press release reads.
“The sensei, a cantankerous old-timer, offers his services and teaches his new protégé the proper techniques and disciplines of karate and guides him toward achieving the black belt.”
http://www.casualgaming.biz/news/297...ll-Star-Karate
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February 8th, 2010, 18:51 Posted By: wraggster
Legendary developer is also working on a brand new Wii MotionPlus title
The Wii HD, Wii 2, DS2, the return of the Game Boy, perhaps a new Virtual Boy (or perhaps not) – the possibilities are numerous, but we now know for a fact that Nintendo IS working on new hardware.
The news comes from none other than acclaimed Nintendo games designer Shigeru Miyamoto who was speaking at the 13th Annual Japan Media Arts Festival on Saturday, Andriasang reports.
The developer offered no additional details, though he did confirm that he is once again back at work designing new games – this time he’s developing a brand new MotionPlus title for the Wii.
http://www.mcvuk.com/news/37476/Miya...tendo-hardware
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February 8th, 2010, 21:41 Posted By: wraggster
There's no question: retail has a serious lack of Wii, once again. Yes, this is 2010, but you wouldn't be wrong in thinking it feels more like 2008. Following up on several tips over the past month about online and retail Wii "shortages," the best we can discover is that supply is still coming in to retailers, but that demand is exceeding it -- it's that same old Wii song we've heard for years.
"We're still getting [Wii] in, but it's just slow. We've tried getting more from other stores in our district, but we're just selling out too fast," a Best Buy employee told Joystiq. One GameStop manager claimed this supply issue happens every year after Christmas and estimated things will get better in mid-February. Other retailers echoed: supply is still coming in, but selling out fast. Online stores, like Amazon and NewEgg, aren't faring any better.
We've requested comment from Nintendo a couple times on this issue, however the House of Mario is staying mum. We've also requested official comment from all the major retailers, but have not received a response. If you know someone looking for a Wii, the best we can do is repeat the same advice we've been giving for years: just keep calling your local retailer about when they'll receive more stock.
http://www.joystiq.com/2010/02/08/re...slowed-supply/
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February 8th, 2010, 21:49 Posted By: wraggster
Newly released today:
features
*This game works only on Nintendo DSi!*
Perfect your hair and make-up techniques with over 15,000 combinations to use!
The 1st Nintendo DSi game to use Automatic Face Recognition – position your face correctly and the game will automatically take your picture
Learn how to cut, color and style hair while perfecting your make up style and technique
Participate in contests to win awards and increase your ranking within the salon world
description
Become the ultimate hair and make-up stylist by running your very own salon. You’ll need to master the art of hair-styling, make-up... and above all, keeping your customers happy!
http://www.play-asia.com/SOap-23-83-...j-70-3mr3.html
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February 8th, 2010, 21:50 Posted By: wraggster
Newly released today:
features
Clear structured series of moves
Quick results
Training and Competition
Multiplayer mode
description
Train and master the game of chess with the greatest of ease on your Nintendo DS™ with Learn Chess™.
Learn the rules, tactics and strategies of Chess through different exercises. All the game modes are accessible right from the start allowing experienced players to test their skills immediately.
http://www.play-asia.com/SOap-23-83-...j-70-39dy.html
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February 8th, 2010, 21:53 Posted By: wraggster
Newly released today:
features
Explore an in-game world where the more you step, the richer your world becomes. Discover new places and goodies every day!
The only fitness-focused game that keeps you in the game with great music! Move to the beat of 120 songs, including 20 favorite licensed tracks
Get a visual feel for how well you're doing through charts and graphs that show burned calories, distance traveled, steps taken and more!
Play with the peripheral of your choice! Accepts input from the DanceDanceRevolution Wii Controller, Wii Remote and Nunchuk or Wii Balance Board
description
Experience a revolutionary and unique workout where walking to the beat of 120 music track great music unlocks an exciting in-game world. Keep movin' to the beat of all your favorite in-game tracks as you extend your workout in bonus minigames. Compatible with the Wii Balance Board and the Wii DanceDanceRevolution Controller, Walk It Out will have you groovin' your way to a healthier you!
http://www.play-asia.com/SOap-23-83-...j-70-3ie8.html
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February 8th, 2010, 21:55 Posted By: wraggster
Newly released today:
features
Compete with friends and family in the first ever multiplayer Bookworm
Spell words to build your 18-room library and unlock 20 themed book collections
Track your progress with in-depth stats and charts, and watch your wordy wonders make Lex’s brain bigger with the “Lex-Ray”
Flex your lexicon in three game modes – Classic, Action and Multiplayer
description
Spell F-U-N on the run in an all-new Bookworm for the Nintendo DS! Have an appetite for words? Then join Lex the Bookworm in PopCap’s hit word-puzzle game for the Nintendo DS®. Link letter tiles left, right, up and down to spell words to keep Lex sated and unearth a vast library. Spell words to fill your bookshelves, unlock 20 themed folios, and build out 18 unique library rooms. Boost your score using Word of the Day and bonus words. But watch out for burning letters — they could spell disaster for you and Lex!
http://www.play-asia.com/SOap-23-83-...j-70-3na1.html
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February 8th, 2010, 23:47 Posted By: wraggster
News via http://www.wii-addict.fr/forum/MPlay...64-t18516.html
scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.
This is a beta version which may contain many bugs.
This new drive can read files from:
SD-HC
USB
Video & DVD DATA DVD
Samba SMB (manager partarge file)
RADIO
QUOTE
r564
- Added a definition advanced EFB Hack
- Full support of the Anti-Aliasing framebuffer
- Removal of cropping images
- Functionality af_wiilight Moved to ao_gekko
- Libdvdcss is now cached Clées
- Cleaning the code
R563
- Added volume control hardware via the AVE-RVL
- Added a converter sampling frequency 32 KHz -> 48 KHz
- Added support for IPL.DH in SYSCONF
- Fixed unreliable getch2-Gekko and minor changes in behavior
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February 8th, 2010, 23:53 Posted By: wraggster
News/release from podote
My first game!!!!!!!!!!!!!!!!!!! If you lose ( hit the fire) then press start to go back. The end of the second level just goes back to the first. Drag the red guy with you stylus to the blue guy. Simple, and my first game
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February 8th, 2010, 23:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7498cb60783688
Big brother our irreducible encoder for the GameCube we propose a new demo, "VTE". This is the demo of a scrolling 2D with textures that turn perfectly on console but not on emulator.
Hi all
That's it, I finished my program and it runs perfectly on the GC. Small reminder program:
It is a scrolling 2D Works on thanks to textures. I had one who presented
geometries used, so a 3D scrolling, but this time I wanted to show use
multi texturing through a scrolling.
What is the program:
It displays 6 geometries (here 6 rectangles) who each buy 5 textures simultaneously.
The GC can go up to 8 max textures displayed simultaneously. The display several textures together
with the same geometry is multi texturing (multi texturing).
The background textures are DOMCAZ (hence 6 geometries) and message scrolling.
To be precise, 1 texture is used for the background and the other 4 for scrolling (scroll).
There are also 6 light sources in translation movement right / left.
So I do not understand is why this program is not running with the emulator DOLPHIN!
Also, it can turn that console. And I could not make an executable for PC emulator for the Nintendo
does not support more than 3 textures!
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February 9th, 2010, 19:39 Posted By: Shrygue
via Eurogamer
An Australian man convicted of videogame piracy has been ordered to pay Nintendo AU$1.5 million in compensation.
James Burt was accused of uploading New Super Mario Bros. Wii to the internet. According to Nintendo, "sophisticated technological forensics" were used to track him down as the source. A Federal Court search order was then obtained for Burt's home and the authorities seized some of his property.
"The legal proceeding resulted in a settlement in which the individual will pay to Nintendo the sum of $1.5 Million dollars by way of damages to compensate Nintendo for the loss of sales revenue caused by the individual's actions," the company said in a statement.
That's equivalent to nearly £840,000. Oof.
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February 9th, 2010, 23:10 Posted By: wraggster
The Wii reincarnation of Phoenix Wright Ace Attorney: Justice for All will be released in Europe next Friday, 19th February.
You'll pay 1000 Wii Points (£7/€10) to play.
These WiiWare reboots of the famous DS court series replace stylus controls with motion controls and fit well on their big-brother sibling system.
"Don't expect anything special in the presentation department," however, as Eurogamer's review of Phoenix Wright: Ace Attorney on Wii explained.
http://www.eurogamer.net/articles/ph...ii-next-friday
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February 9th, 2010, 23:26 Posted By: wraggster
A version of Ghost Recon: Future Soldiers, confirmed earlier today by Ubisoft, will be coming to Wii, the company announced today.
Ubisoft CEO Yves Guillemot confirmed that the upcoming shooter will be coming to all platforms when it hits, including the Wii.
The game will be different though, he pointed out. It will be developed by a different team than the one working on the PS3 and Xbox 360 versions of the game. And it will have a "different approach created for the Wii population."
So it sounds like you should be expecting something along the lines of Call of Duty: Modern Warfare: Reflex Edition, as opposed to a near port of the other consoles' game.
Ubisoft says Tom Clancy's Ghost Recon: Future Soldier will "go beyond the core Ghost Recon franchise and deliver a fresh gameplay experience, with an unparalleled level of quality that will excite long-time fans and newcomers alike."
http://kotaku.com/5467845/ghost-reco...ing-to-the-wii
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February 9th, 2010, 23:30 Posted By: wraggster
If you've been following the Wii Netflix saga, you're probably familiar with Nintendo's stance on HD movie streaming. The company's Reggie Fils-Aimé recently went on record saying that the average Wii user won't care about the Wii's inability to push HD Netflix. That's expected though, right? He works for Nintendo, after all. But get this, now Netflix itself is deemphasizing its own HD streaming service.
Speaking to TheWiire.com, Netflix VP of Corporate Communications Steve Swasey recognized that the Wii can't handle HD streaming, but stated that Netflix doesn't believe that to be a problem for Wii households. Swasey noted that only 1 in 17 titles are available in HD, adding that HD content is only 720p -- not 1080p -- and that it's not available with 5.1 surround sound. "The HD experience at Netflix Instant Watching isn't that overwhelming," said Swasey, adding, "It's a little bit underwhelming."
So there you have it. There's absolutely no reason for anyone to even want HD streaming. Ever. Now go order your Wii Netflix disc.
http://www.joystiq.com/2010/02/09/ne...g-hd-argument/
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February 9th, 2010, 23:31 Posted By: wraggster
Among the handful of Ubiscoops about 2010's releases coming out of today's investor call, Ubisoft CEO Yves Guillemot brought up the tactical Tom Clancy franchise Ghost Recon. Beyond the already revealed platforms for Ghost Recon: Future Soldier, Guillemot detailed the franchise's further ubiquity, saying the next Ghost Recon game will "be on all platforms: 360, PS3, Wii, PSP, [and] DS." He noted that the Wii version of Ghost Recon will "be done by a different team" with a "different approach ... created for that Wii population." Presumably, the game will involve standing on the balance board to approximate a sniper's breathing -- and it'll also be made up entirely of mini-games. Whoa, whoa -- calm down there killer. We're just joshin' ya!
He also confirmed something we've been mentioning for months now: "There will be more competition in the first eight months than in the last four." Get your calculators and spreadsheets out, folks -- early 2010 is gonna be a bruiser like we've never seen before (on our bank accounts, that is).
http://www.joystiq.com/2010/02/09/gh...rsion-develop/
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February 9th, 2010, 23:39 Posted By: wraggster
It’s no secret The Legend of Zelda: The Spirit Tracks, Nintendo’s latest entry in the Zelda series, had little fanfare surrounding its release. The press was far more interested in the idea of a new Wii installment. Still, the game was quite enjoyable and managed to improve upon many of the criticisms lodged against its predecessor, The Phantom Hourglass. While gross sales numbers are nothing to scoff at (2.45 million copies worldwide), it might come as a surprise to many to know that stores have already put the game in the bargain bin.
Spirit Tracks’ original retail price was around 4900 yen ($55), but it can now be had for under 2000 yen ($22) – roughly $33 off. Mid-January the game was slashed to about 3000 yen, but clearly that was to no avail as stores are still overstocked with the “Triforce Terror”.
While this might take some by surprise, it’s actually becoming more and more common with game stores in Japan, especially for Wii and DS software. And yes, those in-the-know will quickly notice Toshinden next to Zelda in the picture; another game that has been slashed to pocket change.
http://www.siliconera.com/2010/02/08...acks-in-japan/
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February 10th, 2010, 01:36 Posted By: wraggster
Newly released today:
features
Step onto the Wii Balance Board™ or use the Wii Remote™ for more traditional gameplay
AiAi, MeeMee, GonGon and Baby, are back for more monkey madness!
All new mind-blowing puzzle levels to test your skills
Team up with friends in fantastic multiplayer party games including Seesaw Ball, Red Light/Green Light and Monkey Race
description
AiAi and all his friends are stepping onto the Wii Balance Board in an all-new party game for the Nintendo Wii. Super Monkey Ball Step & Roll brings back what you love about Super Monkey Ball and promises plenty of surprises around every turn. Get ready for a whole new level of monkey madness as Super Monkey Ball Step & Roll rolls into your living rooms this Winter!
http://www.play-asia.com/SOap-23-83-...j-70-3hmv.html
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February 10th, 2010, 01:59 Posted By: wraggster
News via http://emu-russia.net/en/
WIP version of Super Nintendo emulator has been updated recently. Changes:
- added Direct3D HLSL pixel shader support [mudlord];
- fixed a signal issue that caused loading games to take 1-2 seconds longer in v059;
- 21fx API revised to its final form, S-MSU (public documentation pending);
- worked around QTBUG-7188 to fix multi-file 7-zip file listbox to update when scrolling;
- added scale max - normal, wide, and wide zoom modes to fullscreen mode;
- added overscan cropping tool (needed for wide zoom mode; useful for developers simulating games on a real TV);
- added "go up one folder" button to file load dialog;
- added group (un)assignment to the input settings window;
- now honors input.allowInvalidInput setting; defaults to false [Jonas Quinn];
- cheat code editor grays out empty slots;
- cheat code editor adds "clear selected" button to quickly erase multiple cheat codes;
- to load folders as game images, folders must end in .sfc, .bs, .st, .gb now;
- debugger: added S-CPU (H)DMA registers; S-SMP registers; S-DSP registers to properties list;
- snesfilter: HQ2x filter is now multi-threaded (scales infinitely: the more cores you have, the less overhead required);
- pixelshaders: added screen curvature shader to simulate curved CRT tubes;
- source: lots of code cleanup, as always.
http://byuu.org/
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February 10th, 2010, 17:33 Posted By: wraggster
BrawlStats is a Wii application that will have to be ran after a Super Smash Bros. Brawl session. It will store automatically on your SD your results and then you will be able to navigate freely through a clean GUI that will show you a lot of information that Brawl doesn't store (or doesn't show). It can be like a database of your Brawl matches.
http://wiibrew.org/wiki/BrawlStats
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February 10th, 2010, 17:36 Posted By: wraggster
News/release from vitharr
This is my first palib project, a version of Poker Solitare complete with
in-game instructions and high score saving (/data/PokerSolitareDS/ folder used).
Tested on DSTT card and no$gba.
Comments / feedback are welcomed..
Edit: I've replaced the "squinting" upper-screen font with a custom "ariel" one.
Even my 40-year old eyes had issues with the small letters.
-Vitharr
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February 10th, 2010, 17:40 Posted By: wraggster
News/release from Nirraic
it been 4 months since i started this project and now i can finally say it's finished, i would like to thank Eldude, James and every one who helped out with the game. i hope every one enjoys this and I'm looking forward to creating my next project and hope that i have the same if not more support i have had with this and with out a further a do here is the completed version of StarShooter:
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February 10th, 2010, 19:44 Posted By: Shrygue
via Computer and Video Games
The first image of a new fifth generation Pokémon seems to have appeared on the internet.
Scans on fan site Serebii appear to reveal not one, but two new Pokémon set to appear in the next handheld game.
The first Monster is supposedly called 'Zorua' and is a dark-type Pokémon while the other is 'Zoroark', an evolution of Zorua.
The pair's existence means we're now up to a whopping 495 Pokémon. Catching 'em all used to be easier in our day...
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February 10th, 2010, 23:02 Posted By: wraggster
Looks like Nintendo has some exciting news to share, with a big announcement apparently just around the corner.
The US Official Nintendo Magazine (as read by IGN) has promised there is "something very special lined up" for the next issue, due to hit the shops on 12th March.
Meanwhile, Nintendo has invited US journalists to attend a Media Summit in San Francisco on 24th February. Presentations, demos and hands-on playtests will be on offer.
So what could it be? New Zelda? New Mario? New Women's Murder Club? Nintendo's declining to comment, so it looks like we'll have to wait and see.
http://www.eurogamer.net/articles/bi...ent-on-the-way
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February 10th, 2010, 23:02 Posted By: wraggster
Looks like Nintendo has some exciting news to share, with a big announcement apparently just around the corner.
The US Official Nintendo Magazine (as read by IGN) has promised there is "something very special lined up" for the next issue, due to hit the shops on 12th March.
Meanwhile, Nintendo has invited US journalists to attend a Media Summit in San Francisco on 24th February. Presentations, demos and hands-on playtests will be on offer.
So what could it be? New Zelda? New Mario? New Women's Murder Club? Nintendo's declining to comment, so it looks like we'll have to wait and see.
http://www.eurogamer.net/articles/bi...ent-on-the-way
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February 10th, 2010, 23:32 Posted By: wraggster
All WiiWare demos were removed from the Wii Shop Channel on January 31. Nintendo of America has confirmed with Joystiq that the WiiWare demo "experiment," which offered a set of five free downloadable demos through the Wii Shop Channel, officially ended on that date. When asked for an explanation, a Nintendo representative told Joystiq, "From the start, the demo program was always planned to be available for a limited time on a trial basis."
While the demo program was expressly announced as a limited-time deal in Japan, no mention of any cutoff date was made in the original announcement for North America.
So, will we ever get to try before we buy again? "We're looking at our results and deciding our next steps," the Nintendo rep told us. Those results, according to a November analysis of WiiWare demos by Nintendo Life, look promising.
http://www.joystiq.com/2010/02/10/ni...ed-time-offer/
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February 11th, 2010, 01:38 Posted By: wraggster
A Queensland man who has to pay Nintendo $1.5 million in a piracy case is little more than a shy gamer who uploaded his copy of a new game on to the internet only to prove a point to friends, his father said.
But Nintendo maintains James Burt deliberately distributed the game illegally online in order to gain acceptance with a game hacking group.
Burt, 24, a part-time freight worker who still lives at home with his parents in Sinnamon Park, will be forced to pay Nintendo $1.5 million after an out-of-court settlement was struck to compensate the company for a claimed loss of sales revenue.
Burt uploaded a game file from the Nintendo Wii game New Super Mario Bros on to the internet on November 6 last year, a week before its official release in Australia.
A large Australian retailer had sold him the game early by mistake.
Nintendo Australia managing director Rose Lappin claimed thousands of people accessed the game illegally after Burt uploaded the file and that his actions created "a major cost to us and the industry".
But Nintendo itself announced recently that the game in question was among the fastest selling of all time. The game earned about $20 million in revenue in just seven weeks.
New Super Mario Bros was among the first Wii titles to launch in Australia before the rest of the world, and Nintendo said Burt's actions could mean that early releases for Australia would not happen in future.
Burt, who must also pay Nintendo's legal bill of $100,000, has been forbidden by Nintendo from commenting on the settlement.
But his father, Richard, said in a phone interview that his son was far from a commercial pirate.
He said his son was a fanatical gamer who owned every console released since he was a teenager and worked part-time at a freight handling company.
"As a parent I can tell you that he's a very quiet lad, he's a fanatical computer game player - to his detriment," he said.
"It was peer pressure on the internet forums and the blog sites that led him to do a very very silly thing to prove that he'd actually managed to purchase a game before its release date."
He said his son now realised the extent of his actions but did not foresee the consequences at the time.
"It was certainly [done] with no malice or intent to make money - he actually bought the game legitimately from a major retailer," he said.
He added that the game file his son uploaded to the internet did not, on its own, allow people to play the game.
"Somebody hacked it from the internet once James had put it there and made it work," he said.
Nintendo rejected Richard's claims that his son made an innocent mistake, saying James deliberately sought out members of the game hacking community and released the pirated files to them in order to gain acceptance.
Nintendo said forensic investigations had revealed the file was downloaded 50,000 times over a five day period, but it conceded that James did not earn any money from the act.
"Nintendo obtained evidence during its investigations that James Burt knew by uploading a copy of the game to a known hacking website that the security measures would be overcome by members of this community to allow the game to be hacked and ultimately downloaded," the company said.
Despite Nintendo's claims that Burt's actions cost it revenue warranting a $1.5 million damages fine, the company announced on January 27 that more than 200,000 units of New Super Mario Bros were sold in Australia in only seven weeks.
It said the game was the only title on any format to sell 200,000 units this quickly.
http://www.smh.com.au/digital-life/g...0210-nrlr.html
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February 11th, 2010, 19:03 Posted By: Shrygue
via Computer and Video Games
Rising Star's mental body-slamming, Lightsaber slashing sequel, No More Heroes 2: Desperate Struggle, will be out over here at the "end of April 2010", the publisher has confirmed.
If you played the first game you'll know what to expect - crazy cel-shaded graphics, retro-style pixelated HUDs, and the ability to slice people in half using bigger weapons and back-snapping wrestling techniques. All awesome.
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February 11th, 2010, 22:39 Posted By: wraggster
So, that story the other day about an Australian man being ordered to pay Nintendo AUD$1.5 million? Yeah, something's not quite right about it.
A day after the news broke, there was a piece in Australia's Sydney Morning Herald profiling the man in question, 24 year-old Queenslander James Burt. It leads with a pic of Burt looking terribly contrite.
There was also a report on Australia's "A Current Affair" program, in which Burt himself is interviewed, again looking like a kicked puppy. The segment wields a heavy tone, warning families not to pirate games, and features Nintendo of Australia's Rose Lappin coming down from the mountain, laying on a thick anti-piracy message.
Now, this show - and the Australian media in general - normally loves what we call an "Aussie battler". Especially when they're being run into the ground by a local government body, or even better, big business. It happens with banking stories on an almost weekly basis, even when the person in question has, like Burt, broken a law or guideline. Nine times out of ten, there'd be serious questions raised as to how fair a punishment this was. But here? The media has served as a broadcast tower, repeating Nintendo's strong anti-piracy message to millions of Australians who would otherwise have been unaware of the issue.
It's been the biggest human interest story of the week down here, but as the circus draws on, something doesn't feel quite right about it. See, the $1.5 million dollar fine wasn't handed down by a judge. Burt settled out of court with Nintendo on this. Would a 24 year-old man who works part-time at a freight company and lives with his parents really shake hands on a settlement that sees him willingly ruin the rest of his financial life? Then spend the week becoming a temporary "celebrity" as his name is publicly dragged through the mud as a criminal?
I don't think so.
Consider this, then, as a potential scenario: Burt isn't going to owe Nintendo a cent. Or, at least, won't owe them anywhere near $1.5 million. As the publisher is so fond of public displays of aggression against game pirates, I think they settled out of court, slapped a gag order on him, let the media parade him around for a week showing how sorry he was and how hard Nintendo has cracked down on a single, lonely "pirate", and will then let him be, his punishment served, Nintendo's point, well and truly made.
Or am I just looking at this a little too closely?
http://kotaku.com/5468379/somethings...-aussie-pirate
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February 11th, 2010, 22:43 Posted By: wraggster
Though we're confident Capcom wouldn't leave Okamiden, the DS followup to the critically acclaimed Okami, in Japan, it's nice to have some supporting evidence. Siliconera spotted a trademark for Okamiden on the European trademark database, suggesting that Capcom plans to publish it in Europe. And if Capcom Europe is picking it up, it's a sure enough bet that Capcom USA will as well. We look forward to playing it for more than a few minutes!
We're going to celebrate the impending localization by first asking Capcom about it, and then staring dreamily at the character art of Chibiterasu. So cute.
http://www.joystiq.com/2010/02/11/ok...ked-in-europe/
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February 11th, 2010, 22:47 Posted By: wraggster
Nintendo has responded to Joystiq's inquiry into the current Wii supply issues, with Nintendo of America's Senior Director of Corporate Communications Charlie Scibetta telling us, "In the short term, replenishing Wii inventories will be a challenge." He continues, "But we are doing everything we can to satisfy consumers looking to purchase a Wii system."
Analysts have already pointed out that Nintendo's console sales, despite being record-breaking, could have been stronger had there been more Wii to go around. What makes this situation even stranger is the report from early December that Nintendo actually reduced Wii production going into the holiday. For the astounding amount of success the Wii has brought Nintendo, there appears to be some serious cognitive dissonance between how much the company thinks it should produce of the console and the actual demand.
http://www.joystiq.com/2010/02/10/ni...e-a-challenge/
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February 11th, 2010, 23:21 Posted By: wraggster
RedSquare v0.95 released by 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!
http://wiibrew.org/wiki/RedSquare
11-02-2010 Version 0.95
GUI:
- Added Wii DVD light effects to game.
- Improve game settings screen.
- Added donate screen.
- Added scrollbar to highscore and release notes screens.
- The 100ste highest local scores are showed.
- The 40ste highest today and global high scores are showed.
- Added to most screens network status information.
Core:
- Extend user name from 3 to 6 characters.
- Default user name is based on Wii nickname.
- Increase http buffer size from 8kb to 10kb.
- Bug fix: Http thread memory cleanup was not correctly executed.
General:
- Added source code to Google Code repository.
- Added source code documentation (Javadoc style).
- With the doxygen tool the documentation can be generated.
- Build game with devkitPPC r19 compiler.
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February 11th, 2010, 23:31 Posted By: wraggster
updated release from Metatarsals
A project Ive been working on for a while, has finally bourne its v1.00 title and thus has been released. (I use down to 0.01 increments in advancing the version; its been through a lot).
Like it says on the tin - it IS a rock paper scissors game, but; with custom pixel-art graphics and synthesised tunes, unlockable trophies, and a graphical display system for your progress in recent plays (that saves how you've been doing and gives you feedback on it) -- in general, its quite an aesthetically pleasing game. Kill the boredom and kick back with some good old rock, paper, scissors with my own characters and style.
Enjoy!
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February 12th, 2010, 00:29 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11362&f=54
Blazek proposes a clone of the game platform "Mario Bros." for the Wii, "Dario. Dario is the cousin of Mario and must face demonic bullets in 2 levels that contain only the game
I have written a Mario Brother spoof called Dario. It has only one character (unlike the original System Which two) and unlike the original where the level layout was set, mine supports different level layouts.
The Game currently only has two levels ...
If anyone is interested in making some custom level for The Game please let me know. Since there is no import / export feature only one room can be programmed adding custom levels at once!
If you want to check out The Game, please visit the link below file hosting. It contains both the source code and compiled version
http://www.wiigamestudio.com/forum/viewtopic.php?id=211
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February 12th, 2010, 20:55 Posted By: wraggster
The eternal Frogger returns on WiiWare today, quite literally, as Frogger Returns.
This version costs 500 Wii Points (£3.50/€5) and translates old the road-crossing game into 3D. There are new levels, enemies (motorbikes?) and power-ups, plus local multiplayer for two. Snatch a look at Frogger Returns on the Nintendo website.
For 800 Wii Points (£5.60/€8)you could buy Overturn Mecha Wars, a tournament-based fighting game with big gun-wielding robots in. There's online and split-screen multiplayer for up to four and balance board support.
Or you could splash out on more content for My Zoo for 100 Wii Points (£0.70/€0.90). I say "my zoo" but it's not really my zoo; my zoo would have talking tigers as guides.
On Virtual Console today, ripped from the days of Mega Drive, is SEGA's Sonic & Knuckles. 800 Wii Points (£5.60/€8).
Over on DSiWare there is Let's Golf, a neat and tidy golf game with four customisable characters, pretty vistas and hot seat multiplayer. And you can blow on balls to add spin. Not my words. 800 DSi Points (£7.20/€8).
Snappily named Sudoku 4Pockets 3600 Puzzles does exactly what it says on the tin for 500 DSi Points (£4.50/€5), and there are two more Electroplankton creatures to play music on: Rec-Rec and Lumiloop. They're 200 DSi Points (£1.80/€2) each, remember.
http://www.eurogamer.net/articles/fr...-wiiware-today
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February 12th, 2010, 23:32 Posted By: wraggster
Newly released today:
features
Beautiful, smooth 3D graphics — While still maintaining the classic look and feel of the Shiren series, this is the best the series has ever looked, with clean, colorful 3D graphics and smooth character and monster animations
Hardcore, complex, satisfying RPG gameplay — You’ll have trouble putting the controller down; the temptation to clear just one more level of a dungeon can be overwhelming, thanks to the deep, rewarding RPG gameplay, character development, item acquisition, and boss fights!
True rogue-like challenge, accessible interface and controls — Polished, easy to pick-up-and-play, and in many ways as simple as it is complex, Shiren the Wanderer takes the classic rogue-like formula and offers it to gamers in an intuitive, enjoyable overall package!
description
The grandfather of the rogue-like RPG, the legendary Shiren series (also known as Mystery Dungeon) is all about tough-as-nails battles, thrilling exploration, finding tons of items, growing in strength, and most important of all: staying alive! With beautiful, colorful 3D graphics, multiple control options, numerous lengthy dungeons, thrilling boss battles, and classic roguelike gameplay, Shiren the Wanderer delivers the ultimate hardcore RPG experience to Wii!
http://www.play-asia.com/SOap-23-83-...j-70-3f8u.html
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February 12th, 2010, 23:45 Posted By: wraggster
Deunan has posted a couple of screens of his new project which is a Dreamcast VMU Emulator for Nintendo DS :
NAOMI started to annoy me and there wasn't any good progress with Dreamcast either so I decided to do something else for a while. If you're wondering, yes, this will be available for download when it's a bit more polished.
http://dknute.livejournal.com/30894.html
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February 13th, 2010, 00:03 Posted By: wraggster
Newly released for Wii
news via http://www.wii-addict.fr/forum/LuaFW...06-t18585.html
LuaFWii v5.1.4 MOD 0.6 is a homebrew developed by the_marioga, it is a port of luaplayer for the Wii. It is a LUA file player.
The LUA is a programming language that does not need to be compiled to be run.
QUOTE
MODv0.6:
- Added detection of held & release buttons on the wiimote
- Compatibility with the Nunchuk and Wiimote more
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February 14th, 2010, 13:48 Posted By: wraggster
Some of you might have noticed that in the latest edition of Nintendo Power, which is someone holding a Wiimote labeled "Wii 2." We contacted the editor and were told it was a straight goof-up, not a surprise leak.
The story behind the error sounds a little familiar. Nintendo Power's editor, Chris Slate, said the image - in an item touting Netflix's arrival on the Wii - is a photoshop-job that came from the web, and that staff put it in their files back before Nintendo contracted with Future US to handle the magazine's publication (which was early 2009.) Explains Slate:
Someone (it may have been me, I don't remember) gathered a bunch of Nintendo-related images from wherever we could find them (such as the web) since we didn't have access to Nintendo's press site at that point, and I think we took the "Wii 2" one without noticing it had been altered. It was forgotten and left on our server, where it later got mixed in with our library of real assets once we started doing the magazine.
Slate says Nintendo Power is "positive that we've deleted all the copies [of the image] for good this time," and expressed embarrassment at the screw-up, which echoes another Wii-related gaffe from a couple years back. The cover art designers for Okami on the Wii used an image, also pulled from the web, that featured an IGN watermark. And I've fallen victim to this myself in a way, taking a fan-made 'shop of a PS3 Slim as confirmation of the console's existence before it was officially announced.
Slate assures us that "if Nintendo has a new system in the works - whether it's called 'Wii 2' or otherwise - I have absolutely no knowledge of it."
http://kotaku.com/5471140/no-this-is...n-of-the-wii-2
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February 14th, 2010, 13:51 Posted By: wraggster
A mom in North Carolina listed an NES and five carts on eBay last week for $9.99. Final winning bid: $13,105. One of the games in the lot happened to be the ultra-rare Stadium Events, in its original box.
What's Stadium Events? Well, according to its Wikipedia entry, it was a Bandai exer-game that used the Power Pad, originally known as the Family Fun Fitness mat; it's considered the rarest licensed NES game made available in North America. It was only released in a northern U.S. test market in 1987. In 1988, Nintendo bought the North American rights to the mat, re-released it as the Power Pad, and anything Family Fun Fitness branded was taken off the shelf and destroyed..
Fewer than 2,000 copies of the game were believed to have been produced, only 10 complete specimens are thought to exist, only one of them factory sealed.
It's not clear if the seller knew what she had on her hands when she started the auction. If not, she sure found out once the questions about Stadium Events started pouring in and the bids soared north of $1,000. Either way, I'm sure she is delighted to get 13 grand for something that had been sitting in a closet for several years.
http://kotaku.com/5470923/mom-sells-...es---for-13105
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February 14th, 2010, 18:03 Posted By: wraggster
Deunan has released a Dreamcast VMU Emulator for Nintendo DS :
And so here it is. Be sure to go through the ReadMe file!
Unfortunately it turned out that VMS is a bit of a CPU hog, too much for the poor ARM9. In the end it's just another random piece of semi-useful homebrew Hard to say what exactly is the limiting factor here, I'm too lazy to do any serious profiling, but seeing how it's almost working I'd say some more MHz and/or cache would do the trick.
http://dknute.livejournal.com/30894.html
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February 14th, 2010, 18:17 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.
http://wiibrew.org/wiki/Yabause_Wii
Unofficial r2411 beta3 - Feb. 13, 2010
avoid crash in scsp
fix clipping bug more
display vdp1 palette only mode
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February 14th, 2010, 18:22 Posted By: wraggster
ThemeMii 0.1 released by Leathl
ThemeMii is a manager for Wii Themes.
The .NET Framework 2.0 is required to run this application!
It's currently able to:
Load mym files and edit them
Create new mym files
Create a csm from any mym
Create a mym from a csm
Browse through base app's for path's (including TPL preview)
Download base app's from NUS
Automatically manage source's and image width and height
http://wiibrew.org/wiki/ThemeMii
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February 14th, 2010, 18:24 Posted By: wraggster
ninchdl-listext 1.1 released by Yellows8
ninchdl-listext by yellowstar6 is a utility to decrypt, decompress, read and dump info and URLs from Nintendo Channel download lists, either locally from HD, or directly from the servers. ninchdl-listext requires libiconv.
Changelog
v1.1
Added proper UTF-16 to UTF-8 conversion with libiconv.
Fixed endian bug with dumped title IDs.
Added dumping of dl list header info: dl list ID, dl list version, country, language, and region.
Fixed crash that occurs when dumping outdated dl lists. A warning is written to the dump file and to the terminal when outdated dl lists are used, however these dl lists can still be parsed.(Outdated meaning old version.) Local outdated dl lists from HD can't be used.
Fixed crash that occurs when any of the executed software fails by immediately exiting.(wc24decrypt, wget, and curl.)
v1.0 Inital release.
http://wiibrew.org/wiki/Ninchdl-listext
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February 14th, 2010, 19:31 Posted By: wraggster
ComixChannel Beta1 released by Tiamattia
Comix Channel is an application that allows you to download comics from the internet and displays them. Now I've not yet implemented the download of comics, but it has a superb GUI and allows you to browse the comics simply. Now it display only PNG images into ZIP archives made by a windows program (Please there is someone who can create it for MAC and Linux?)
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February 14th, 2010, 19:33 Posted By: wraggster
OpenTyrianWii 1.5.0 released by Molokai
A Port of the rail shooter OpenTyrian to Wii
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
Changelog
1.5.0 - 14 February 2010
Massive core update finally completed. This core update includes many improvements, such as:
Joystick configurations now savable. No corruption has yet occurred through dozens of saving/loading cycles.
Game is much more stable. Random crashes seem nonexistent.
Sound distortions are at an all-time low. Pops/crackles hardly noticeable, if at all.
This core update also includes all previous improvements, such as the on-screen keyboard and menu exclusions/changes to avoid any possible problems resulting from settings incompatible with the Wii.
http://wiibrew.org/wiki/OpenTyrianWii
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February 14th, 2010, 19:37 Posted By: wraggster
PCSX-Revolution rev50 released by Firnis
PCSX-Revolution is a port of the PlayStation (One) emulator, PCSX, for the Nintendo Wii and Gamecube
Changelog
Rev. 50:
Reworked recompiler. Fixed some bugs. Still buggy.
New GTE. Closer to documentation, but needs more testing. Many bugs fixed, but some new added.
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February 14th, 2010, 19:37 Posted By: wraggster
PCSX-Revolution rev50 released by Firnis
PCSX-Revolution is a port of the PlayStation (One) emulator, PCSX, for the Nintendo Wii and Gamecube
Changelog
Rev. 50:
Reworked recompiler. Fixed some bugs. Still buggy.
New GTE. Closer to documentation, but needs more testing. Many bugs fixed, but some new added.
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February 14th, 2010, 19:46 Posted By: wraggster
News/release from Mark-io
This game is my take on the classic Mastermind board game with a retro-spacey setting. It's my second release, but the first game i've ever created. I learned quite a bit from this project !
Some features:
Touch screen only interface
Background music and sound F/X can be switched on / off
High score table saved to cartridge
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February 14th, 2010, 19:50 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...ffe5af654f0eea
PypeBros updates its game engine through the demo "Bilu in Green Woods". You play Bilou is must harvest all the apples on the level.
Well, this is not updated very impressive, but I have a new online version that introduced (finally) the "berrybats" pixilated last year. For now, it does not hurt, and he is invincible .. but it will not last.
Meanwhile, I also added support for slopes that are not yet very impressive. I hope that with the integration of the positioning of monsters in the level editor, I get to produce a nice game p'tit shortly.
(well, when the job permits).
There. You know everything. In addition, dev'eurs.
http://sylvainhb.blogspot.com/
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February 14th, 2010, 19:58 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...ffe5af654f0eea
imacnds We offer a first public version of his game platforms "Hector Castor"(Peter the Beaver) he has done with 3 other developers. The game is made in 3D but it moves on a 2D plane, some bugs are present but the game authors have corrected quickly.
Hello.
We have four has done a little game (three weeks of development time).
This is a "mario-like" in 2.5 D (ie that a large part of the game is in 3D, but the action takes place on a 2D plane). It is playable with the stylus, and as usual mario. Unfortunately, we had a great handling pen, and it is a little less fluid since then we have to address that.
Everything is done with the libnds, efs and Maxmod.
We also achieved a level editor in flash and php we have quickly put online for anyone to get his level.
The major difficulties were in textures and 3D. To animate a character for example, we had to create our own file format (the md2 hurt the DS Azn).
This is our first post and first DS game, so be lenient Azn.
We are aware of three bugs that we have quickly corrected:
- A freeze in entering into a wall, sometimes
- Me on advancing his own times
- The personal can not skip some
Globally too, we have better graphics (but the DS is pretty damn demanding!)
It also lacks animations, sounds, a whole set of things that make the game is still developing. We intend to improve with all the time we have, and as quickly as possible.
This, we hope that you enjoy and we welcome your opinions and advice with impatience!
http://www.dev-fr.org/index.php/topic,4587.new.html#new
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February 14th, 2010, 22:59 Posted By: wraggster
News via http://www.vr32.de/modules/news/article.php?storyid=288
I have finally replaced all those Virtual Boy promo videos with near perfect rips, which are totally unresized from their Laser Disc/VHS sources now, at 700x468 pixels, and only "lightly" encoded in Xvid to preserve their original image quality. If you want the full image quality, download them instead of watching them online. Links below.
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February 14th, 2010, 23:00 Posted By: wraggster
News via http://www.vr32.de/modules/news/article.php?storyid=287
New cool releases from DogP!
Firstly, a tool called "Dictionary Word Finder" for doing relative searches through VB ROMs for specific words, e.g. "Debug". Hopefully this will lead to some interesting discoveries. Forum Link.
Second, and most interesting, is some tools to generate maps of ROMs, This is a great opportunity for ROM hackers and those trying to reverse engineer commercial games. There's a new Reality Boy build with support for automated ROM map generation, as well as tools to e.g. merge individual maps into a master map. Forum Link. Did anyone just say VB Wario Land level editor? Mario's Tennis 2 Player mode restauration?
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February 15th, 2010, 00:10 Posted By: wraggster
Neoflash have today announced that their twice a year coding contest is now just a once a year coding contest but the really awesome news is that they are now taking entries from any console and that for a network like DCEmu makes it extremely interesting and great for coders from any homebrew scene, heres the newspost:
2010 Neo Compo announcement
From now, we change the Neo Compo to annually model, something changed:
1. the compo time set to every year Aug.20th annually
2. have 2 divisions : homebrew GAME zone and APP zone
3. the platform not limit to GBA/NDS/PSP anymore, every platform are welcome,like NES/PC-E/SNES/N64 ...... without any limit
4. the No.1 winner can win $500 cash, No.2 winner can win $300 cash, No.3 winner can win $200 cash.
if you have any idea, let me know
Original Link --> http://www.neoflash.com/forum/index....ic,6008.0.html
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February 15th, 2010, 21:15 Posted By: wraggster
PlatinumGames' space RPG Infinite Space will be released on 26th March.
That's the same developer responsible for Bayonetta and MadWorld.
But Infinite Space is a DS game, one that lets players pilot a ship to the far reaches of two galaxies in ambitious 3D environments.
Ships can be tweaked and customised to the nth degree to hit harder or take more punishment because yes, there will be fighting.
There's a story played out in 2D character dialogue screens, too.
http://www.eurogamer.net/articles/pl...pace-rpg-dated
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February 15th, 2010, 23:32 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Wii, PSP, Dingoo, GP2x and Wiz
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
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February 15th, 2010, 23:43 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14613.html
A new version of the Nintendo 64 emulator Mupen64Plus has been released. It´s the first version, that supports linux and windows.
Quote:
The latest Mupen64Plus code, version 1.99.3, is now released! For those of you who haven´t been following our development saga, I´ll spill some bytes explaining the re-archeticture that Mupen64Plus has undergone. The biggest change is that Mupen64Plus is no longer an application; it is now a library, just like the plugins. All of the user interface code has been removed from the emulator core and all of the plugins. With the latest versions of Mupen64Plus, and extra component called a Front-end application is required; this program makes use of the Mupen64Plus emulator and attached plugins, and controls all non-game aspects of the User Interface. This design has some big advantages: the user-interface application can be developed independently of the core emulator, the emulator itself is much simpler, and the code is more portable. In fact, I have ported the emulator and plugins to Windows and it all builds perfectly in Visual Studio.
There are also a couple of temporary downsides to this re-design. First, all of the old GUI code was completely removed (though it is still available through SVN). The only Front-end application which I am releasing in the Mupen64Plus bundle is mupen64plus-ui-console, which is a command-line only program. Fortunately it is quite usable, because the input plugin now supports auto-configuration for controllers that it recognizes, and even cheat codes are supported in the new command-line front-end.
The other side-effect of our re-architecture is that Mupen64Plus is no longer compatible with the older plugins. The plugin API was changed and improved and going forward any plugin must be compatible with our improvements in order to be usable with Mupen64Plus. I have upgraded and will be maintaining the following plugins: an SDL input plugn, an SDL audio plugin, the Hacktarux/Azimer RSP-HLE plugin, and the Rice video plugin. These are all included with the Mupen64Plus release bundles. Wahrhaft has also ported the Arachnoid, Z64, and (old) Glide64 video plugins, which are available in source form at: http://bitbucket.org/wahrhaft/.
I feel very confident about the quality of this Mupen64Plus release. I believe that it´s ready for general use by everyone and packaging for linux distributions. I was ready to call this one 2.0, but I decided to hold off because there are a few longer-term developments still going on which may end up requiring changes in the API. Since I want the final "2.0" API to be very stable, I thought it would be best to hold back and get this one out the door as another 1.99.x release, even though I feel it´s read for the 2.0 name. Here are the major changes since the last ´user´ release, which was 1.99.1:
Core Emulator Library
New feature: support for Gameshark 3.3 patch codes
Lots of minor bugfixes
Upgraded Plugin API to better handle errors and avoid crashes
Win32 support
Audio Plugin
Completely re-wrote buffering/synchronization code to fix chopiness problems, allow better user control, and fix speed controller
Win32 support
bugfix: SDL volume control will always be used on systems without OSS support
Input Plugin
New feature: auto-configuration uses an .ini file instead of hard-coding the controllers in the source code
Many new controller auto-configs, including original & 360 X-box, PS3, and others
Better rumble support; several important bug fixes
Win32 Support
Console Front-End Application
New feature: command-line option --set for setting arbitrary configuration variables
updated MAN page for all the changes made in the 2.0 re-architecture
Win32 support
Rice Video Plugin
New feature: compile-time option for opengl debugging
bugfix: Many hi-res texture fixes
bugfix: in ConvertImage.cpp none of the 4-bit conversion functions could handle 1-pixel wide textures
Win32 support
Several important makefile fixes
Detailed changelogs are available in the RELEASE files
Quick start (Linux)
The easiest way to start running and testing this release is to download a binary bundle package from the Google Code site (link below), unzip it into a directory, and run it with this command: "./mupen64plus m64p_test_rom.v64". You can run it directly from this directory, or to install it to your system, simply do "sudo ./install.sh". Likewise, to un-install it, "sudo ./uninstall.sh"
Quick start (Windows)
For Windows users, download the bundle-win32 zip file from the Google Code site (link below) and unzip it to a directory. Bust out your DOS prompt (Start->Run->cmd.exe or the "Command Prompt" in Start->Accessories). Once you have the command-line window, ´cd´ to the directory where you unzipped the win32 bundle. Then run "mupen64plus-ui-console.exe mupen64plus.v64" to start up the test ROM. Press Escape to exit. Use the ´--help´ command-line option to get a list of all available options. The last argument is always taken to be a path to an uncompressed N64 ROM image to run. Sorry but there is currently no Windows installer available.
Upgrading from previous 1.99.x releases
Several of the configuration parameters have changed in the video and input plugins, so if you are upgrading from a previous 1.99.x release, you must delete your config file (located at ~/.config/mupen64plus/mupen64plus.cfg).
You can help
The Mupen64Plus team is focused on improving the quality and user-friendliness of our N64 emulator, and there are several important ways that people can contribute to this goal.
Testing
For simple problems or help getting started, you can post here or join the developers in the #mupen64plus channel on irc.freenode.net. For more serious problems, please report bugs on the Google Code Issue Tracker.
Packagers
Packagers for Linux and BSD distributions are encouraged to help us reach your users by preparing Mupen64Plus packages for your distro. We currently have packagers for the Arch Linux and Debian-based distributions. I would particularly like to see packages for Gentoo and Fedora as well, though all others are welcome. The 1.99.3 release includes quite a few changes to the build systems of the modules to assist packagers, and I believe that this release is ready for distribution.
Front-end authors
The new Mupen64Plus architecture allows any interested developer to build their own front-end user interface application, using the language and GUI toolkit of your choice to drive the Mupen64Plus emulator. Currently we have new GTK and Qt GUIs in the works, but they are very preliminary and have not been released. If anyone would like to resurrect the old GTK or Qt GUIs from Mupen64Plus v1.5, I can give direction on the steps necessary to start this work. This would be much easier than writing an entirely new GUI from scratch, but anyone wanting to build any front-end or application using Mupen64Plus is welcome. The 2.0 API is fully documented at: http://mupen64plus.emuwiki.com. The Console front-end is also quite simple and provides an excellent reference for understanding the operation of the new modular architecture. All of our Win32 users would undoubtedly be eternally grateful if someone created a native Win32 GUI for them. This could even be done in C#.
Joystick configurations
We have added a new auto-configuration feature to the SDL Input plugin which will automatically setup the joystick configuration for any joystick which is recognized. If you have a joystick which is not recognized yet, please follow the instructions in this emutalk post so that we can add support for your controller.
Windows developers
All of the packages in the Mupen64Plus source code bundle will now build directly in Visual Studio 8 (2005) and 9 (2008); the build instructions are in this thread. Windows C/C++ developers are encouraged to get involved. Currently there is no Win32 installer for Mupen64Plus. It would be very helpful if someone could set up a installer project to create an installer.
To download Mupen64Plus v1.99.3, just grab the package that you want:
mupen64plus-bundle-linux32-1.99.3.tar.gz
mupen64plus-bundle-linux64-1.99.3.tar.gz
mupen64plus-bundle-win32-1.99.3.zip
mupen64plus-bundle-src-1.99.3.tar.gz
OSX: coming soon
The MD5 sums for these packages are:
fd2114c5fc5548c92d5dd35ff61be0e6 mupen64plus-bundle-linux32-1.99.3.tar.gz
ef293c3f17aea7ae404609c24b111040 mupen64plus-bundle-linux64-1.99.3.tar.gz
cc3cb29ac082649f8d197c3f9e3ca9d5 mupen64plus-bundle-src-1.99.3.tar.gz
f01deb5f3e1766c5f140260652ad9dd3 mupen64plus-bundle-win32-1.99.3.zip
Mupen64Plus has a Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a discussion forum, etc. The new Mupen64Plus API is documented at http://mupen64plus.emuwiki.com/.
http://code.google.com/p/mupen64plus/
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February 15th, 2010, 23:53 Posted By: wraggster
Dop-IOS v9 released by Marcmax
Dop-IOS lets you download and install any IOS from Nintendo servers. You can also apply the trucha bug to them.
Version 9
added IOS selector at start (you don't need cIOS249 anymore)
added an IOS version to download selector
updated to all new IOS versions
http://wiibrew.org/wiki/Dop-IOS
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February 15th, 2010, 23:55 Posted By: wraggster
ThemeMii 0.2 released by Leathl
http://wiibrew.org/wiki/ThemeMii
ThemeMii is a manager for Wii Themes.
The .NET Framework 2.0 is required to run this application!
It's currently able to:
Load mym files and edit them
Create new mym files
Create a csm from any mym
Create a mym from a csm
Browse through base app's for path's (including TPL preview)
Download base app's from NUS
Automatically manage source's and image width and height
Version 0.2
Made the window resizable
Added some basic instructions "? -> Help"
Added ability to install a theme directly to a nand backup (Tools menu)
Added option to Lz77 compress containers for smaller csm's (enabled by default!)
Added option to keep the extracted base app (enabled by default!)
Added save prompt when closing application (can be turned off)
Added I4, I8, IA4 and IA8 as TPL formats (not compatible with MyMenu!!!)
Fixed TPL formats (all images were RGB5A3 before, didn't matter what you selected)
Fixed a bug when downloading base app
Fixed previewing of Lz77 compressed non-tpl images (base app browsing)
csm to mym: Fixed errors with Yaz0 compressed files
csm to mym: Fixed forgotten containers in mym.ini
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February 16th, 2010, 00:00 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...10-t18627.html
Updating rev110 in the file explorer on the Wii made by dimok and r-win.
Forwarder v3 always available
You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.
QUOTE
R110
- Changes in graphical bar spot FTP.
R109
- No changelog, but many files updated
R108
- Updated language file
R107
- Code tidying and fixes
- Removed all compile warnings
- Improved memory usage of libtiff
- Improved memory usage and copying of files loading up
- Made a little speed up due to that for copying
- Added forgotten loop mode for background music
- Added the AutoConnect setting back to the Settings Because for connecting LAN seems to cause a crash (You need to turn it on you first start)
- Added missing translations in some places
- Proper use of ogglib (vorbisidec) no more tremor (thx to Tantric)
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February 16th, 2010, 00:06 Posted By: wraggster
News/release from Dragonminded:
So I got tired of scrolling through a flat text file to see if I had a particular game before buying it at a swap meet. A few weeks ago I buckled down and threw together a program that can load SQL dumps and display them on the DS. Included is the ability to load multiple tables and filter down based on the text of one or more columns. Since everything visual is gathered from the database it should be compatible with just about any SQL dump you throw at it.
Should support:
- CREATE, INSERT instructions
- As many entries or strings until memory runs out
- SQL style character escapes ('' not \')
Known issues:
- No scrolling for more than 9 tables in a database.
- Only handles "text" (should handle integers but I never tested it).
- Hacky UI.
- No support for multiple databases.
- "Contains" option is not implemented.
Possible additions or updates:
- Contains, group select, greater/less than support
- Better string handling to take less memory and run faster
- Your idea here!
To use this, DLDI patch with your particular card driver. Create a directory named database at the root (can be hidden if you want). Every file inside /database/ will be loaded and treated as a SQL table dump.
The file itself is available here. http://www.dragonminded.com/ndsdev/SQLDisplay.nds
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February 16th, 2010, 17:46 Posted By: wraggster
Reef Entertainment will release Sniper Elite on Wii in the summer.
The game is based on the original 2005 release, which debuted on PS2 and has since launched on other formats.
Reef’s CEO Peter Rezon said: “Sniper Elite represents our most ambitious project yet. We have taken a game that has been called ‘the Gran Turismo of war games’ and improved it. We believe this will be one of the most fun shooters launched in 2010.”
Sniper Elite will take full advantage of the Wii’s Remote to make the action more immersive. The game puts players in the role of a sniper tasked with a series of missions in 1945 Berlin.
The title is also compatible with the Wii Zapper and has been developed with add-ons such as this in mind, targeting Wii owners with gun-based peripherals. It also contains new levels and content that was not available in the original Sniper Elite.
Added Rezon: “Following on from our recent launches of Free Running and Rogue Trooper: Quartz Zone Massacre, we are incorporating features that ensure Sniper Elite will be an essential purchase.”
TV presenter Charlie Brooker told MCV last year that the 2005 original was one of his favourite titles.
http://www.mcvuk.com/news/37576/Snip...te-targets-Wii
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February 16th, 2010, 17:48 Posted By: wraggster
Claims that select Japanese developers already have access to Nintendo’s handheld prototype
Development kits for Nintendo’s successor to the world-conquering DS handheld not only exist, but they’re also in the hands of key Japanese studios – that’s the claim being made by CVG.
The website states that The Pokemon Company, amongst others, was the first outfit to get their hands on the prototype tech, though apparently Nintendo has stressed to all involved that the hardware is still work-in-progress, with future revisions dependent on the feedback it receives.
“It's genuinely the best thing I think I've ever worked with,” the unnamed source is said to have claimed. “I can tell you that it's got a 'tilt' function that's not dissimilar to iPhone, but does a lot more.”
The source adds that Nintendo is unlikely to unveil the rumoured tech any time soon, ruling out a GDC reveal.
When asked about the rumours by MCV, a Nintendo spokesperson told us that the company – as we’ve become accustomed to – does not comment on rumour or speculation.
http://www.mcvuk.com/news/37580/DS2-...ing-the-rounds
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February 16th, 2010, 20:08 Posted By: wraggster
Rising Star Games has announced a European release date for Fragile Dreams: Farewell Ruins of the Moon.
The Wii-exclusive RPG will launch here on 19th March. The game is already out in Japan, where it scored a healthy 31/40 in Famitsu magazine.
Fragile Dreams is set in a post-apocalyptic Japan where no human life appears to exist. Apart from Seto, a young boy who is searching for survivors. Along the way he'll need to fight off ghosts and monsters, obviously.
The Wii remote is used as both a weapon and torch. It can also be pointed in the direction of sounds to find key items and locations. Just to spook things up a bit, you'll hear ghostly sounds echoing from the remote's speaker.
http://www.eurogamer.net/articles/fr...wii-next-month
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February 17th, 2010, 00:48 Posted By: wraggster
Dop-IOS v10 released by Marcmax
Dop-IOS lets you download and install any IOS from Nintendo servers. You can also apply the trucha bug to them.
History
Version 10
fixed IOS selector at start
http://wiibrew.org/wiki/Dop-IOS
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February 17th, 2010, 00:49 Posted By: wraggster
Banana Patcher v2 released by Marcmax
Banana Patcher is able to apply on-the-fly Preloader patches to System Menu without installing anything to the NAND. Some of the code was taken from Waninkoko's Menu Patcher.
Useful for:
Play your GC imports
Copy your copy-protected saves to SD easily
Move Disc Channel
Banana Patcher needs an IOS with trucha bug (any cIOS will work).
http://wiibrew.org/wiki/Banana_Patcher
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February 17th, 2010, 18:02 Posted By: wraggster
Sonic Classic Collection is heading to the Nintendo DS, but the Genesis-era Sonic games are only designed for one screen. What did Sega do with the other?
They used it for story sound bytes and a mini-menu. Icons let users pause, quit, and more importantly load and save. Sonic Classic Collection has a quicksave feature and it looks like you can use it anytime Sonic is under your control. Notice how the save icons are gone when Sonic is being swept away in Hydrocity Zone.
http://www.siliconera.com/2010/02/16...save-controls/
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February 17th, 2010, 18:04 Posted By: wraggster
Newly released today:
features
Starring Miles Edgeworth, the popular rival of attorney Phoenix Wright
Gameplay moves out of the courtroom and onto the crime scene
New investigative style using the Nintendo DS stylus to uncover evidence
Several unique cases to solve with over 15 hours of gameplay
New technique, such as “logic” mode assists you in uncovering the crime
Unique dialog trees and interrogation techniques let you question witnesses to discover the truth
description
Ace Attorney Investigations: Miles Edgeworth takes the Ace Attorney series from the courtroom to the crime scene, leaving the legal battle behind while bringing the action to various crime scenes.
This time around, the player takes on the role of famed prosecutor Miles Edgeworth, a memorable rival of charismatic legal eagle Phoenix Wright. Edgeworth actively investigates crime scenes in order to pursue the truth behind each case. By solving the challenging puzzles presented him, Edgeworth will work with the police to bring criminals to justice.
Users will be able to directly control the character avatar’s movement on the scene with the arrow key or touch screen and investigate the crime scenes freely. If, during the course of an investigation, users find contradictions, they will be able to obtain new information by presenting decisive evidence. In some cases, users will identify clues and conduct examinations of material witnesses. On these occasions, users will have to uncover the truth behind the crimes using collected information, the evidence, and logic.
Ace Attorney Investigations: Miles Edgeworth is composed of several lengthy episodes. In the first episode, an argument in Edgeworth’s office results in a mysterious murder. Edgeworth, coming back from a one-month business trip, enters his office and encounters the body of the man who was shot. He is then threatened by someone who is presumed to be the suspect with a gun from behind. In the second episode, Edgeworth wakes up after being knocked out due to an air pocket accident inside a luxury airliner flying through turbulence. Shaken by the flashback of nightmarish past memories, he opens the onboard elevator’s door, only to find a male corpse. At this very moment a cabin attendant witnesses the scene and Edgeworth is made a suspect of murder!
Miles Edgeworth will have to confront suspects and get to the bottom of his cases by collecting information and evidence through detective work between key locations. Also, in the “logic” mode that symbolizes Edgeworth’s logical inferences, users can discover new information and evidence by combining two pieces of information out of the collected pieces. The real culprit that will be revealed through investigations and witnesses will be confronted in a ‘battle’ similarly fought (Testimony – Pursuit – Press – Confront) to that of the ‘Court Battle’ in the Ace Attorney series (Testimony – Cross Examination) to expose the contradictions.
http://www.play-asia.com/SOap-23-83-...j-70-3cz8.html
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February 17th, 2010, 18:18 Posted By: wraggster
News via http://www.vr32.de/modules/news/article.php?storyid=289
The latest issue of japanese gaming magazine "Game Labo" contains a rumour about a "Virtual Boy 2", which is under development not as a standalone system, but rather as a peripheral to the Wii. It's said to be released around the end of this year.
So, not really a "Virtual Boy 2" as they call it, but stereoscopic goggles for the Wii? Game Labo are known for their fishy rumours, but if there's any truth in this, we might learn more on Game Developer's Conference 2010, held in San Francisco from March 9th to 13th.
Source: http://www.neogaf.com/forum/showthread.php?t=387820
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February 17th, 2010, 18:22 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Dop-Shop-v2-t18660.html
Dop-Shop Marc is the little brother of Dop-IOS except that he uses to update the chain store.
Homebrew Shop based install Sutton.
Note: The installation of the chain store is very slow!
For offline installation, you must respect the architecture sd: / 00010002/48414241/vXX (XX is the version you want)
QUOTE
v1 (13/12/09)
- First version
v2 (16/02/10)
- Added a selector IOS at boot time (no need to use the mandatory cIOS249)
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February 17th, 2010, 18:46 Posted By: wraggster
News/release from genecyst
hi,
i've updated my game holy hell,
not a big update but...i hope you enjoy it.
change log:
- 3 characters/ship disposable with different speed
- 40 levels
- new graphics background and objects
- simply animated intro between levels
- improved animations
- no more slowdown in almost any part of the game
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February 17th, 2010, 19:20 Posted By: wraggster
News/release from metalkakkarot
Hi,
This is my first FINISHED homebrew...i made it in like 5 minutes
There are 3 levels...basically you cant touch the green balls
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February 17th, 2010, 19:23 Posted By: wraggster
News/release from podote (very basic first game)
this is a game I made. Thanks to sprite master for the sprites.
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February 17th, 2010, 19:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...3765424ecc0267
miguel28 Another new demo of its adaptation of the famous fighting game Super Smash Bros. for the DS, "Super Smash Bros. Crash! DS. After Super Smash Bros. Clash and Super Smash Bros. RumbleIs the 3rd different adaptation but not the worst, actually this demo offers 9 figures, 4 scenarios, good music, 2 modes of play and a very good artificial intelligence.
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February 17th, 2010, 19:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...3765424ecc0267
Spinal v1.0 offers its new loader file. kts "DSision3"Navigation is done by visualizing the covers in Cover Flow.
update 14/02/10
=- -= Windows app
Fixed bug in color reduction that caused low to convert color images to greyscale.
Changed filename legth limit from 32 to 256 characters
-= DS =- app
Added favorites menu
Added Add Remove from favorites +
Will jump to last game loaded on startup
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February 18th, 2010, 01:04 Posted By: wraggster
Nintendo has seeded the DS2 development kit to a few selected companies, including the hardware itself. According to one developer, Nintendo said the DS2 was the first version and not final, but he is very impressed with the new controls:
It's genuinely the best thing I think I've ever worked with. I can tell you that it's got a 'tilt' function that's not dissimilar to iPhone, but does a lot more. We know that The Pokemon Company are getting special attention with it.
I wonder if this move was always on the cards or if it's just a reaction to Apple's huge success in the gaming arena, a success that has turned upside down both the idea of games distribution and some of the conceptions for mobile gaming previously set by Nintendo and Sony, especially when it comes to the importance of physical controls. Would the new DS2 include capacitive screens too? How could Nintendo one-up the sudden and serious threat that Apple now represents? We will have to wait a long time to discover the answers. Probably too much, probably way after the iPad and the next iPod/iPhone generation appear.
http://gizmodo.com/5473894/next+gene...-tilt-controls
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February 18th, 2010, 01:08 Posted By: wraggster
We've already had a pretty clear indication that Nintendo's inevitable DS successor would have at least some form of motion control, and an unspecified third-party studio has now offered some additional confirmation of that, and some downright glowing impressions of the device itself. According to CVG, an "insider" that's currently using a DS2 development kit says that the DS2 is "genuinely the best thing I think I've ever worked with," and that it has "a 'tilt' function that's not dissimilar to iPhone, but does a lot more." The source further added that The Pokemon Company is getting "special attention" with it (rest easy, everybody), and that Nintendo likely won't be showing off any hardware at GDC next month. Yeah, that sound you just heard was the rumor mill being cranked up a notch.
http://www.engadget.com/2010/02/17/t...on-sensing-ni/
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February 18th, 2010, 01:19 Posted By: wraggster
Somebody had to be the first to start it up again. Last year, analysts clamored for months about the need for a Wii price drop, a din Nintendo quelled by actually dropping the price of the Wii to $200. On Industry Gamers, Janco Partners analyst Mike Hickey has kicked off the next round of calling for a discount, declaring that Nintendo needs to cut the price of the console to $150 to stop the declining sales and fill out as much of its install base as it can before its competitors' motion controls hit the market.
"We believe they also need to generate strong hardware sales momentum into their competitors release," Hickey said, "or face the draconian consumer perception of the Wii having a dramatically reduced entertainment value proposition over a faded technology innovation; Rock Band anyone?" In other words, with compelling motion control devices on the way from Microsoft and Sony, Nintendo needs to do something drastic to prevent the Wii from slipping from #1 to #1 by a smaller margin.
http://www.joystiq.com/2010/02/16/an...ii-price-drop/
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February 18th, 2010, 01:34 Posted By: wraggster
SpaceBubble v0.94 released by wplaat :
SpaceBubble is a classic board puzzle game based bubble breaker. Select multiple bubbles with the same color and destroy them, the more you hit in one the higher score you will get. Created by wplaat (www.plaatsoft.nl).
http://wiibrew.org/wiki/SpaceBubble
The following changes were made:
17-02-2010 Version 0.94
GUI:
- Improve game settings screen.
- Added donate screen.
- Update main menu screen information.
- Improve bubble graphics.
Core:
- Extend user name from 3 to 6 characters.
- Default user name is based on Wii nickname.
- Increase http buffer size from 8kb to 10kb.
General:
- Added source code to Google Code Repository
- Added source code documentation (Javadoc style).
- Added Doxygen (automatic documentation generation tool) config file.
- Build game with devkitPPC r19 compiler.
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February 18th, 2010, 01:36 Posted By: wraggster
ThemeMii 0.3 released by Leathl
ThemeMii is a manager for Wii Themes.
The .NET Framework 2.0 is required to run this application!
It's currently able to:
Load mym files and edit them
Create new mym files
Create a csm from any mym
Create a mym from a csm
Browse through base app's for path's (including TPL preview)
Download base app's from NUS
Automatically manage source's and image width and height
Changelog
Version 0.3
Added a little tutorial on how to change the health screen (in the ?-menu)
Added ability to drag a mym file onto the window to open it
Window location and size will now be saved
Added option to save the nand backup path
Added option to take image width and height from the selected TPL
Fixed some bugs when saving/creating mym
Fixed "No Entries Left" error when files have no extension
Fixed base app downloading to different locations than the app directory
Fixed base app browsing
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February 18th, 2010, 16:14 Posted By: wraggster
Nintendo awarded over half a million Australian dollars for sale of DS piracy device
Nintendo is celebrating another victory in the war against the R4 card with news that an Australian distributor has been heavily fined for selling the device.
ITnews reports that RSJ IT Solutions has been ordered to pay AUS$520,000 to Nintendo as a result of offering the R4 to customers. It has also been instructed to stop selling the R4 through one of its ecommerce portals.
The owners of the company have also been banned from selling the R4 in any Australian territory and must name the suppliers from which it obtained the device by the end of the week.
It’s the third major piracy victory for Nintendo in the space of a month.
In January a UK court sentenced a man found guilty of importing thousands of R4 cards to a year behind bars. Earlier this month an Australian man was fined $1.3m after it was discovered that he uploaded a copy of Super Mario Bros Wii to the internet before the game was officially released.
http://www.mcvuk.com/news/37609/AUS-...tor-fined-520k
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February 18th, 2010, 16:18 Posted By: wraggster
Two new Pokémon revealed by Nintendo last week have received mixed reaction from the bustling Pocket Monster community (and yes, it is bustling).
Zorua and Zoroark are the first of the fifth generation of Pokémmon to be revealed, and while some fans on the Official Nintendo Magazine forum like the look of them, others aren't happy.
A fan going by the name of GeDe said: GeDe: "Good to see that Pokemon are being based on traditional Japanese monsters (or Yokai) again, like in the 2nd Generation. Anyone else think that Zorua & Zoroark wouldn't look out of place in Okami?"
However, Tib-Z commented: "Please stop adding new Pokémon. I much preferred the original amount and at most the selection from Gold/Silver. Ever since Ruby/Sapphire it's just become ridiculous."
Join this, as well as other debate on the war, price of bus fairs and global warming, over on the ONM forums.
http://www.computerandvideogames.com...VG-General-RSS
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February 18th, 2010, 20:43 Posted By: wraggster
Having made its name on iPhone and subsequently becoming the headline title of Sony’s PSP Minis digital game push, Subatomic Studios’ popular handheld tower defence game Fieldrunners has made the move to Nintendo’s DSi.
New to the dual-screened versions is what is being called the Command HUD, a new display layout that allows gamers complete control over their resources and enemies.
The game is already available on the North American arm of DSiWare and is due to arrive shortly on the European portal.
“We are excited and proud to bring Fieldrunners to the Nintendo DSi,” Subatomic Studios COO Ash Monif stated.
“Subatomic Studios has partnered with DoubleTap Games to create a 100 per cent genuine Fieldrunners experience on the Nintendo DSi that we feel is incredibly fun and addicting.”
DoubleTap co-founder and production director Kurt Bickenbach added: “DoubleTap had a great time working on Fieldrunners for the Nintendo DSi and we think it is one of the most visually appealing games on DSiWare. I want to thank Subatomic for working with us to come up with some great features that really take advantage of the dual screens.”
http://www.casualgaming.biz/news/298...unning-for-DSi
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February 18th, 2010, 23:06 Posted By: wraggster
With Sony and EA recently unveiling bold new moves to counter what publishers see as the threat posed by the pre-owned market, Nintendo has refused to rule out taking similar measures with its own products.
Recent and upcoming EA releases Mass Effect 2 and Battlefield: Bad Company 2 will use a redeemable code to allow those who buy the game to access free and additional content. Those who buy the pre-owned version must either do without or pay for a new code.
Sony has now also adopted the model for upcoming PSP release SOCOM Fireteam Bravo 3, as well as requiring internet validation to unlock the multiplayer component of the game.
When asked by MCV if it is planning to do the same, a spokesperson for Wii and DS platform holder Nintendo stated:
“Nintendo has, and will continue to take steps and examine new ways to technically protect our hardware and software products in an effort to foster and encourage the development and creativity of new games on our handheld and console systems.”
The firm is no stranger to aggressively protecting its IP. In the last month alone it has successfully prosecuted two men found guilty of selling or supplying DS piracy device R4 and won major damages from a man who uploaded an illegal copy of New Super Mario Bros Wii to the internet prior to its release.
http://www.mcvuk.com/news/37617/Nint...pre-owned-move
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February 19th, 2010, 00:06 Posted By: wraggster
Mario & Sonic Winter Games has sold over six million copies worldwide since launch last October on Wii and DS.
"The original Mario & Sonic at the Olympic Games was a huge success for Sega," said Sega CEO Mike Hayes. "Mario & Sonic at the Olympic Winter Games is one of the leading third party games for Wii and DS and we were confident the title would have longevity within retail.
"The start of the Vancouver 2010 Winter Games is a perfect time to ensure Sega is at the forefront of the consumer`s mind when it comes to recreating that Olympic Winter Games feeling in living rooms everywhere."
http://www.computerandvideogames.com...VG-General-RSS
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February 19th, 2010, 00:13 Posted By: wraggster
If, like us, you were surprised by how much fun Dragon Ball: Origins for DS was, prepare to be delighted once again. Namco Bandai announced that it is publishing Dragon Ball: Origins 2 in North America, with a summer release in mind.
The sequel features the same kind of Phantom Hourglass-esque, stylus-controlled action, with the option to switch to buttons. This time, a two-player co-op mode is included, so Goku and a non-Goku friend can beat up the Red Ribbon Army over local wireless. The Japanese release also includes an emulated version of what we know as the NES's Dragon Power -- there's currently no word if that awful game will be a bonus in the American version.
http://www.joystiq.com/2010/02/18/dr...d-this-summer/
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February 19th, 2010, 00:35 Posted By: wraggster
SX Messaged me about the release of a new Openbor Mod thats the first of its kind with Completely hand-drawn graphics, music and sound.
Author: Demitri
Description: An unknown disease scourge a little town on the mountains...
Platform: SecurePAK Edition
Notes: Please note this is just a BETA demo, the final product may be slightly different. This mod works fine on OpenBOR v3.0 Build 2397 or less. Any build above that show bugs.
Should work with Openbor on Dreamcast, PSP, GP2x, Wiz, Wii and Dingoo.
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February 19th, 2010, 00:40 Posted By: wraggster
news via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Fixed broken color emphasis calculation.
- Fixed a bug on APU reset.
- Fixed bitmap/screen clearing.
- Fixed keyboard buffer clearing call time.
- Fixed keyboard key status, immediate poll shouldn't occur.
- Added a fix to make Famitracker NSF files compatible, no crashing.
- Added NSF header display information.
- Minor additions to the APU savestate, plus bug fixes.
- Changed the video timing system to something MUCH easier.
- Updated color emphasis' table of coheficients.
- Cosmetic changes, minor fixes and cleanups.
- Documentation updated.
http://rocknes.net/
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February 19th, 2010, 00:57 Posted By: wraggster
DOSBox Wii 1.2 released by Tantric
DOSBox Wii is a port of DOSBox to the Wii using SDL Wii. It also features a Home menu powered by libwiigui.
Features
USB Keyboard and mouse support
Wiimote pointer support
SD/USB mounting
Most DOS games are playable
Home menu, with onscreen keyboard
History
1.2 - February 18, 2010
Updated to latest DOSBox SVN
http://wiibrew.org/wiki/DOSBox_Wii
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February 19th, 2010, 01:01 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4555349e960bad
Quent42340 v2.2 achieves its bookstore Micro LUA DS"libSDZ, Which can create tutorials like Site of Zér0.
Color Color.mod (r, v, b)
void screen.drawPixel (screen, x, y, color)
void Tuto.newParagraph (screen, x, y, width, height, background, text, color)
void Tuto.newQCM (choixmax, choixok, question, text1, text2 [, text3 [, Texte4]])
void Corner.drawRight (cheminResult)
Void Corner.drawLeft (cheminResult)
Void SDZ.printTags (screen, x, y, text, color, fontWidth)
Void SDZ.clear ()
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February 19th, 2010, 01:05 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4555349e960bad
While we are still waiting impatiently for a playable version of Patapon DS, E-Eragon we met again the mouth water with the announcement of an adaptation of Left 4 Dead being developed for the DS, "Left 4 Dead".
Hello there,
so, I hope you've enabled cookies: p
but no, to the point now:
Finally an update, but wait not a regular update!
It's not a release or something, it's an announcement!
Ladies and Gentlemen, I present to you: Left 4 Dead
A 2D-shooter TopView-that's, obviously, based on The Game Left 4 Dead.
It's made with a fresh, new engine Which can be used for many other shooters: "U2-engine"
it infected all special features of the first game, weapons, events, ...
It's currently in alpha version 0.78, I've to polish the AI of the enemies and implements FAT-map reading.
I've included 2 screenshots: One of the initial screen with the logo I've made myself and the second one is a screeno of the map called "Training Map", it's used to test the AI zombies, weapons, ... , a bit like garry's mod.
Patapon DS've expected, but no, Patapon DS will be released AFTER L4DS, and technically, L4DS was started just 2 months before Patapon DS, so to lighten the confusion ...
Now you know what I did last night: p, and the last 4 months: I was developping another game!
I know, this information sounds ridiculous after so much noise about Patapon DS, but HEY!
I will release a trailer Saturday 20 February 20:00 GMT +1 on youtube.
And a real, real real release will be released when all the special infected will work perfectly, PERFECTLY I said, yes, that will be another 2 weeks of waiting, but after watching the trailer, you'll change your mind!
E-Eragon
http://left4dead-ds.blogspot.com/201...t-4-deads.html
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February 19th, 2010, 01:06 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4555349e960bad
dsicook presents its website specially designed for the DSi, "www.dsicook.com".
Hello food lovers,
I am writing this message to you about a little project that I developed specifically (and volunteer) for the Nintendo DSI. This is a site featuring several recipes from the Internet. With different "sets" of revenue available to average cost on this console, I think this site free for users to gain awareness. One advantage is obviously the frequent updates of the site, for both these recipes, for use in general. Also, cooking with the ISD on the counter is much better than a book or a printed recipe. What a great argument for a child trying to convince his parents to have a Nintendo DSi.
You can view the "demo" site on http://www.dsicook.com.
Note that DSICook has been developed for the browser used by the Nintendo DSI. It may therefore be differences of view with other browsers. I advise you to experiment with the console.
Then voila!
Bon appetite! Smiley
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February 19th, 2010, 19:27 Posted By: Shrygue
via Eurogamer
WiiWare is updated with new episodes in the sagas of Phoenix Wright and Monkey Island today, while DSi receives a port of Firemint's touchscreen classic for the iPhone, Flight Control.
Phoenix Wright Ace Attorney: Justice For All, the second in Capcom's beloved series of legal intrigues, appears on WiiWare for 1000 Wii Points (£7 / €10). So does the fifth and final chapter of Telltale's episodic Tales of Monkey Island: Rise of the Pirate God.
Also for 1000 Wii Points, you can pick up Rising Star Games' Brain Cadets, a party game featuring "mind-boggling, mind-strengthening training". A Big Brain Academy "homage", then.
DSiWare is graced with the superb Flight Control, an arcade game which asks you to draw flight paths for aircraft on to the screen to bring them home safely. It costs 500 DSi Points (£4.50 / €5), quite a lot more than its asking price on Apple's App Store but probably still worth it if you don't have an iPhone or iPod Touch.
Also released at 500 DSi Points are the Flips interactive book for kids, Terror in Cubicle Four; Puzzle to Go Wildlife, a jigsaw puzzle compilation; and EA's Downtown Texas Hold 'Em poker game.
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February 20th, 2010, 21:04 Posted By: wraggster
After its recent win against mod chip piracy in the Australian Federal courts, Nintendo is now on the prowl for other companies to sue. 'Nintendo will pursue those who attempt to jeopardise the gaming industry by using all means available to it under the law. In particular, Nintendo is currently contemplating bringing further actions against other sellers of game copying devices in Australia.' The game company said since 2008 it had pursued over 800 actions in 16 countries to stop game piracy, confiscating 'well over' half a million game copiers for the Nintendo DS. The company said piracy affected sales, the price of video games, and employment in the video game industry."
Reader daria42 sends in a related piece asking whether Nintendo is being too harsh over this and the recent $1.5 million judgment against a man who leaked New Super Mario Bros. Wii.
http://games.slashdot.org/story/10/0...or-More-Scalps
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February 20th, 2010, 21:38 Posted By: wraggster
Newly released today:
features
Multiplayer Collaborative Play via local wireless
description
The same addictive game play of exploration and customization, which has captivated over 3 million registered users to the online game, has been optimized for the DS. All commands are executed with the Touch Screen, with melee attacks performed with a slash of the stylus, and magic spells are cast by circling or tapping on the target.
http://www.play-asia.com/SOap-23-83-...j-70-3inz.html
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February 20th, 2010, 21:42 Posted By: wraggster
Newly released today:
features
Improved professional-grade music tool software for the Nintendo DSi/DS at a greater cost performance value than the original KORG DS-10
Optimized for the Nintendo DSi for 12-voice polyphony and to double the power of the original KORG DS-10: 4 analog synthesizer tracks and 8 dedicated drum tracks, increasing the total number of individual tracks from 6 to 12 (feature not available when used on regular DS)
SONG mode revamped for expanded song composition capabilities and real-time performance. Per track MUTE/SOLO built into the SONG mode, and EDIT/PLAY enabled for all modes within the SONG mode to further improve real-time performance (compatible with both Nintendo DSi/DS)
Exchange sounds and songs and play with up to eight units simultaneously through a wireless communications link
Delay, chorus, and flanger sound effects available from the mixing board
Three different note-entry modes: Touch Screen control, keyboard screen, and matrix screen
description
The sound sources in the KORG DS-10 Plus come from KORG - one of the world's top musical instrument producers - and no effort was spared in creating these ultra-high-quality sounds. The Nintendo DSi/DS Touch Screen controls are used to the fullest to provide unsurpassed feel and operability. This innovative musical tool is perfect for aspiring musicians and professionals alike. In addition to the four analog synth simulators and drum module, a 12-track/16-step sequencer enables precise control and provides a wide range of musical possibilities (only two analog synthesizers and six tracks available when used with regular Nintendo DS). Up to eight units can be connected and played together through a wireless link for a jam session or to exchange songs. This and other features make the Nintendo DSi/DS and KORG DS-10 Plus almost limitless in their application – improved portable music creation performance at an unparalleled value.
http://www.play-asia.com/SOap-23-83-...j-70-3kr6.html
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February 20th, 2010, 22:14 Posted By: wraggster
News via http://www.retroactionmagazine.com/
The February, 2010, Volume 4 Issue 2, of NintendoAge is now available to download. The monthly e-Zine covers everything Nintendo and the PDF can be downloaded for free (following a quick registration, if you aren't already). The e-zine has undergone a re-design this issue, with new layout artist Aquanistic (Alex) joining the NintendoAge team, so pop into the NintendoAge forums to let them know your thoughts on the new look.
This month's content includes:
Challenging the World: Vintage Nintendo Championships
Adventures of Kaz: The Lolo artist speaks!
Personal Arcades: A beginner's guide
A guide to collecting for the smallest Nintendo system library, Virtual Boy
The alternate faces of imported NES games
Weblink: http://www.nintendoage.com/
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February 20th, 2010, 22:24 Posted By: wraggster
OpenTyrianWii 1.6 released by Molokai
A Port of the birds-eye shoot-em-up shooter OpenTyrian to Wii.
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
Changelog
1.6 - 19 February 2010
USB support added for loading and saving OpenTyrian data files (make sure all files in /popkey and /tyrian subdirectories are in place; tyrian.sav, tyrian.cfg and joystick.conf are optional).
Several background code optimizations not yet reflecting in game performance.
OSK bugfix: "9" now works on both name input screens.
Bugfix for "Low" detail text display in Pause menu.
Default detail level set to "Pentium"
Wild detail mode enabled in Pause menu detail selection.
Fix for default HAT assignments (used to assign all directions to HAT-left).
Joystick configuration menu completely reworked (details in Joystick Config):
Now displays name of joystick at top instead of number.
Also displays button names instead of numbers now.
Finally, DPAD directions dynamically displayed based on whether Classic is plugged in or not.
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February 20th, 2010, 23:44 Posted By: wraggster
Ant512 has released a new version of Woopsi for the DS:
Version 0.45 is now available:
http://www.sourceforge.net/projects/woopsi
This version includes TrueType font support via wrappers around the open-source FreeType library. Coupled with the unicode support added in the last release, this means that it is now possible to develop GUIs with characters outside of the standard ASCII set. Many thank to Lakedaemon for his work with both unicode and FreeType.
Instructions for installing the bundled FreeType library are included in the "Installation.txt" file in the source archive.
The release includes a number of API improvements. Wiring up the keyboard gadget to a textbox is now very simple. In fact, double-clicking a textbox now automatically shuffles the touchscreen display into the top display and opens a keyboard on the touchscreen. Closing it shuffles everything back to how it was.
The various click(), release(), etc, methods that needed to be overridden when creating new UI gadgets have been replaced with simpler alternatives, called onClick(), onRelease(), and so on. The shift-click system (in which the shoulder buttons work as modifier keys to enable right-click style functionality and a context-sensitive menu) has been greatly simplified.
The drawing API has similarly been simplified, and all drawing - whether done to a bitmap or a gadget - can now take advantage of the clipping system.
There are more improvements, bugfixes, tests and examples, which are detailed in the changelog below.
Fixes:
- Fixed error when subclassing MultiLineTextBox.
- Fixed keyboard secondary repeat timer - now uses correct time.
- Delete key deletes character in front of cursor in MultiLineTextBox, not character at end of text.
- Moved raiseScrollEvent() out of ScrollingPanel and into GadgetEventHandlerList.
- Removed parameters from GadgetEventHandlerList::raiseActionEvent().
- Renamed Gadget::setDragging() to Gadget::startDragging().
- Decorations cannot receive focus.
- Increased accuracy of slider calculations from 8-bit fractions to 16-bit fractions.
- Requester resize implemented.
- Alert resize implemented.
- FileRequester resize implemented.
- Made various Gadget method non-virtual to prevent overriding.
- Gadget::resize() limits to parent dimensions correctly.
- Window drags correctly if it belongs to a gadget other than the screen.
- MultiLineTextBox resizing works correctly.
- Moved skins and bitmaploader examples and the bonus folder to a new
"extras" top-level repository. They will no longer be included in the main distro.
- Moved documentation folder into new extras directory.
- Fixed FileListBox resizing and initial child gadget dimensions.
- Removed Gadget::clear().
- Removed Gadget::clear(clipRect).
- Removed Gadget::newInternalGraphicsPort(isForeground).
- GraphicsPort no longer tries to delete null pointer if clipRect is not initialised.
- Replaced Gadget::draw(rect) with Gadget::drawContents(port) and Gadget::drawBorder(port).
- Fixed WoopsiString::remove(start, length).
- Removed AmigaWindow::getBorderSize().
- Removed Screen::getBorderSize().
- Removed TextBox::getBorderSize().
- Made Gadget::getClientRect() non-virtual.
- Gadget::getClientRect() uses new GadgetBorderSize struct to calculate size of client rect.
- Removed Screen::getTitleHeight().
- Removed AmigaWindow::getTitleHeight().
- AnimButton, BitmapButton, CycleButton, ContextMenu, ListBox, RadioButtonGroup, Label and Calendar use new GadgetBorderSize struct to calculate preferred dimensions.
- Removed Gadget::getBackgroundRegions().
- Removed redundant style initialisation from Woopsi class.
- Swapped Gadget::_style from pointer instantiation to standard instantiation.
- Removed Woopsi::closeChild(), shelveChild(), release(), drag(), click(), shiftClick() and shelve().
- Made Gadget::closeChild(), shelveChild(), release(), drag(), click() and shiftClick() non-virtual.
- Renamed Woopsi::click() to handleClick().
- Renamed Woopsi::shiftClick() to handleShiftClick().
- Tidied up Gadget::shelve() and Gadget::shelveChild().
- Refactored various methods in Gadget class to use guards instead of nested if statements.
- Gadget::closeChild() and Gadget::shelveChild() no longer cause focus to jump around if the child does not have focus.
- Gadget::click(), Gadget::shiftClick() and Gadget::doubleClick() only respond to clicks that occur within portions of themselves that are not obscured by gadgets higher in the hierarchy than their children (prevents
context menus bleeding through from a lower screen/window to a higher screen/window).
- Refactored Woopsi::handleKeys() into handleKeys() and handleKey().
- Removed _padding variable from Label, Requester, FileRequester, Alert and MultiLineTextBox classes; switched to using border sizes instead.
- Tidied up CycleButton, BitmapButton, AnimButton, Button and TextBox drawing methods.
- WoopsiKeyboard no longer inherits from AmigaWindow for greater flexibility.
- Added two blank screens to Woopsi gadget to ensure that background always draws correctly.
- Increased scrollbar width in ScrollingTextBox and ScrollingListBox.
- Increased minimum size of slider grips.
- Removed GraphicsPort::clear().
- GraphicsPort does not query Gadget for its x/y co-ordinates.
- GraphicsPort does not query Gadget for its enabled/disabled state.
- Removed GraphicsPort::drawBevelledRect() method that relied on gadget state.
- Removed Gadget::OutlineType enum and related usage.
- Removed drawing from Woopsi::eraseRect() - new background screens make it unnecessary.
- Removed drawing from Woopsi entirely for same reason.
- Deleted GraphicsUnclipped class.
- GraphicsPort is a wrapper around a Graphics object instead of a subclass.
- GraphicsPort drawing commands all accept values which are relative to itself.
- GraphicsPort::getClipRect() returns a rect relative to the GraphicsPort.
- Screen:nDrag() uses woopsiApplication's GraphicsPort instead of its own.
- MultiLineTextBox rendering problems when padding (now bordersize) greater than 2 fixed.
- MultiLineTextBox top vertical alignment works correctly.
New Features:
- Added goToParent() and goToRoot() to FilePath class.
- Added FreeType support.
- Added FreeType to template makefile.
- Added keyboard_textbox example.
- TextBox inherits from KeyboardEventHandler, so it can be connected directly to a keyboard object without the need for an intermediary.
- Added fire example.
- MultiLineTextBox inherits from KeyboardEventHandler, so it can be connected directly to a keyboard object without the need for an intermediary.
- Added TextBox::removeText() methods.
- GadgetEventHandlerList::raiseScrollEvent() receives distance scrolled as parameters.
- Added stub methods to remove the need to override critical Woopsi methods:
- onClick()
- onRelease()
- onReleaseOutside()
- onDoubleClick()
- onShiftClick()
- onDrag()
- onDragStart()
- onDragStop()
- onKeyPress()
- onKeyRepeat()
- onKeyRelease()
- onFocus()
- onBlur()
- onLidOpen()
- onLidClose()
- onEnable()
- onDisable()
- onResize()
- Swapped to using stub overrides in all gadgets.
- Added ListBox::isDoubleClick().
- Removed setDragging() from Gadget::click(); should be called by onClick() in subclasses if required.
- Added canReceiveFocus flag to Gadget::Flags struct.
- Added canReceiveFocus() method to Gadget class.
- Split Gadget::release() into release() and stopDragging() methods.
- Added AmigaWindow::resizeTitleBarToFit().
- Added Gadget::getGlyphFont() and Gadget::setGlyphFont().
- Added AmigaWindow::redrawBorder().
- Expanded ScrollingTextBox functionality to match MultiLineTextBox.
- Removed shiftClickChildren concept from Gadget class; shift clicks are only captured by a gadget if it defines any context menu items, so clicks automatically get directed to the most relevant gadget.
- Added alert test.
- Added requester test.
- Added filerequester test.
- Added freetype example.
- Added GadgetBorderSize struct to contain sizes of the four borders around a gadget.
- Added Gadget::checkCollisionWithForegroundRects().
- Added XOR drawing routines that accept a colour to XOR against.
- Added WoopsiKeyboardScreen.
- Double-clicking a textbox gadget causes the WoopsiKeyboardScreen to pop into the bottom display.
- TextBox only draws cursor when it has focus.
- TextBox redraws when it loses focus.
- Added Gadget::setBorderSize().
- Added WoopsiKey::setStuckDown() to control border type.
- Added CalendarDayButton gadget.
- Graphics class implements clipping and no longer inherits from GraphicsUnclipped.
- Added cliprect to the bitmapdrawing demo.
- Graphics class includes scroll() and drawBevelledRect() methods.
- Graphics::floodFill() is clipped.
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February 20th, 2010, 23:53 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=11407&f=19
Rodrigo Roman offers version 1.0 of its remake of the excellent game platforms 2D Knytt Stories for the DS, "Knytt Stories DS. At the same time an additional pack with a new story created by Niffle is available.
Knytt Stories is a freeware platform game made by Nicklas 'Niffle' Nygren (http://nifflas.ni2.se/). The Game include several short levels ( 'stories'), and there are many new stories created by the community that anyone can play.
As a tribute to this great game, we have developed a (free) DS version of it - Knytt Stories DS.
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February 21st, 2010, 00:02 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2680
dimok releases new version of its project called WiiXplorer. LibwiiGui using this program offers many features and a neat design (made by Neorama).
Features:
- Copy / move / delete files / folders on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- Address bar with the path
- Boot files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
- Unzip the ZIP file (do not work via SMB)
- Image Viewer (functions: next, previous, zoom, zoom out and roation)
- Support USB 2.0
- FTP Access
etc. ...
New / fixed:
- Updated language files
- Changing the FTP button in the taskbar
- Fixed display text files in UTF-8 text editor
- Added closing the FTP client to close the connection
- Removed duplicate file meta.xml
- Adding an FTP client (no writing yet).
- Ability to copy / move / modify / delete multiple items at once.
- Various bug fixes
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February 21st, 2010, 21:55 Posted By: wraggster
We've seen the hacker-friendly, Bluetooth-based Wiimote used for so many purposes by now that it's hard to get excited about just any amalgamation of accelerometer-based fun. Patrick Flanagan's 'Jazari' project breaks past the yawn factor with a veritable museum's worth of robotic instruments, which are all controlled from a pair of Wiimotes and some rather intelligent software. It all seems a little too complicated to be live-controlled, but as Patrick himself explains in true music nerd detail, there's pretty much a button or a twist or a tilt behind every bit of the wild djembe, bongo and cowbell stylings that make up Jazari's "steamfunk" (his term) music.
http://www.engadget.com/2010/02/20/w...us-back-to-ou/
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February 21st, 2010, 21:59 Posted By: wraggster
Rumors of a new DS make this kind of news a little juicier: Nintendo at the end of last month filed an addendum to a 2005 patent that describes a vibration feedback system, this time coming through the stylus.
There's a lot of "vibrating said vibrator in a vibration pattern"-type speak in the filing, spotted by Broke My Controller (you may read the full document here.) But the crux of the matter is that players would press the stylus into the DS' touch screen, attacking an enemy character, for example, and then feedback would come from the device itself, being felt through the stylus. The amount of feedback is calibrated to in-game events - strong or more successful attacks produce more, weak or unsuccessful ones produce less.
Of course this wouldn't make the first time Nintendo has looked to add vibration functionality through its handheld. There was the Rumble Pak expansion of 2005, which was poorly received and supported by about 40 or so games. It's also incompatible with the DSi.
http://kotaku.com/5476399/patent-fil...through-stylus
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February 21st, 2010, 22:47 Posted By: wraggster
The Codemii Team have released a new version of the Homebrew Browser for the Wii:
21 February 2010 (v0.3.8)
Speed improvement when parsing homebrew list
Added .ogg music support
Added ability to disable mounting USB devices
Added timeout for Homebrew List download
Fixed bug when updating apps or HBB the meta.xml file was corrupted
Fixed bug when reverting to HBB repo it would sometimes fails
Fixed bug when updating installed apps didn’t work when installed apps are hidden
The Homebrew Browser has been upgraded to v0.3.8. This version includes a few bug fixes, with the ability to play OGG files. Also you should notice some improvement when HBB starts up and it parses the homebrew list. Another very small improvement too (not listed) is when changing categories it should be a little quicker when all the icons are loaded.
Another thing to mention is that the Homebrew Browser Guide, which has been updated showing things more clearly and it has some common problems answered. It will be included with the HBB download from now on.
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February 21st, 2010, 22:57 Posted By: wraggster
Pate has posted some WIP News of his Dos Emulator for the DS:
Okay, during last week I got my PC issues solved, so that by Thursday I was back in business with coding DSx86. I had managed to get Commander Keen 4 to start, but the display was completely garbled as soon as it went into EGA mode. This weekend I concentrated my coding efforts to improving the EGA support enough to make CK4 running properly.
The first big issue was the initial two-way horizontally scrolling huge "COMMANDER KEEN" text at the very beginning of the game intro. I debugged the EGA register access the game uses, and noticed that it changes the EGA Offset register (which determines the number of bytes per screen row, with a normal value of 0x14) to 0x7C, which corresponds to 1984 pixels wide display! No wonder my fixed 320x200 display blitting code could not handle that. After I fixed the blitting code to properly handle that register, I got the scrolling text to display, but there were quite a bit of additional problems remaining. The vertically scrolling "An ID Software Production" text jumped around and left extra pixels around the screen. When starting the game, every second frame was completely garbled. The whole system hang when the StarWars-style scrolling text should have appeared, etc.
It took me pretty much the whole weekend to get most of these problems fixed. CK4 used a lot of various EGA tricks that I hadn't coded at all yet, for example:
Letting the EGA memory address wrap around to the start of the EGA 64K VRAM block when indexing beyond the end,
Using the EGA "Horizontal Pixel Panning" register to smooth-scroll the display horizontally by one pixel increments,
Using EGA "Write Mode #2" to to fill up to 8 neighbouring pixels with the same color using a single XCHG opcode,
Using EGA "Function Select" register to XOR the data onto the screen, again with the XCHG opcode.
All these are standard EGA/VGA features which I would have needed to add at some point in any case, so CK4 was a pretty good testbench for these somewhat advanced EGA features.
However, when I tested the version of DSx86 that runs CK4 fine, I noticed that none of the EGA games that ran on 0.04 version run any more! This is why I can not release this version yet, I'll need to check which of my changes broke some earlier working code.
It'll probably take me all of next week to make sure the new EGA code works properly, and I also need to fix more of the issues in the log files I have received (thanks again for those!). I hope to have version 0.05 available during the next weekend, unless something unexpected happens (again).
http://dsx86.patrickaalto.com/DSblog.html
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February 21st, 2010, 23:00 Posted By: wraggster
News/release from Mark-io
Proudly presenting my latest release: Discovery Memory Trainer. A simple yet addictive game based on the Memory card game. Features 200 different album covers to discover, with artists ranging from Abba to Zappa, all in glorious 16bit colour. Touch screen interface, Sound F/x and persistent high score table.
BTW: if you play this game a lot it does seem to improve your memory.
Or maybe just your ability to locate tiny little pictures on a handheld screen. Your mileage may vary, no refunds.
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February 21st, 2010, 23:08 Posted By: wraggster
News/release from podote
This is pretty simple.
has 5 songs so far... but will get more. here's the pack and go
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February 21st, 2010, 23:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d9322f4ceae272
Master Sonic offers his own adaptation of fighting game Smash Bros. for the DS, "Smash Bros. Ultimate. So in single player mode you can choose between 9 figures and 7 different levels and can play against 3 opponents controlled by AI but you will see for yourself that the AI is very strong and reacts almost equally with all opponents now thus wasting a lot of fun game!
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February 24th, 2010, 18:15 Posted By: Shrygue
via Computer and Video Games
Red Steel 2's creative director has explained his decision not to include blood and dismemberment in the game, calling the choice a "controversial" one.
"For me it's not interesting. I don't care," Ubisoft Paris's hugely enthusiastic - and foul-mouthed - Jason Vandenberghe told CVG in our Red Steel 2 interview.
"It was quite controversial, all through Ubisoft people had strong opinions. The team like mature games so they were like 'why not? Why can't we do this?' My opinion was that I wanted to tell a story about a goodie. I wanted to play a game where I'm doing good, I'm cleaning up the world one bad guy at a time. That's my fantasy, that's my hero fantasy.
"When I picked up a sword it was never about I'm going to murder people by chopping them into pieces - that's just not my fantasy," he said. "I've played that game - I've shot the heads off civilians in Grand Theft Auto so again I'm not judging. But I wanted this to feel like those guys deserve it and I'm doing a good thing."
Vandenberghe also admitted that the choice not to include gore was a "convenient" one, as it helped Red Steel 2 achieve a lower age rating.
"I'm not going to say it's a bad marketing decision. It's a good marketing decision," he said. "You wouldn't believe me anyway if I said that wasn't part of the f***ing decision.
"I sat back, I looked at it and thought f*** it, I want to spend my engine technology on animation and a cool looking character rather than a whole system for decapitation because we have enough problems as it is and it fits my hero fantasy."
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February 24th, 2010, 18:45 Posted By: wraggster
The Openbor Team over at Lavalit have released a new version of Openbor the Beats of Rage Game and Engine for PSP, Dreamcast, Dingoo, Wii and GP2x and Wiz,
Heres whats new:
------------------------------------------------------------------------
r2716 | sumolx | 2010-02-23 13:32:05 -0500 (Tue, 23 Feb 2010) | 3 lines
Changed paths:
M /Makefile
M /tools/win-sdk/MinGW.7z
Updated MinGW DirectX to version 8.
Recompiled SDL library using the newer DirectX.
Fixed Windows Sound Delay.
------------------------------------------------------------------------
r2715 | sumolx | 2010-02-21 11:26:51 -0500 (Sun, 21 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Restored buffer size back to 4096 as it was causing issues.
------------------------------------------------------------------------
r2714 | sumolx | 2010-02-20 23:11:24 -0500 (Sat, 20 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Decreased sampling from 4096 to 512. Hopefully this fixes sound lag.
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r2713 | sumolx | 2010-02-19 23:35:18 -0500 (Fri, 19 Feb 2010) | 2 lines
Changed paths:
M /resources/meta.xml
M /version.h
A /xcode
A /xcode/mac
A /xcode/mac/OpenBOR.xcodeproj
A /xcode/mac/OpenBOR.xcodeproj/project.pbxproj
Xcode IDE for mac now supported.
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r2712 | plombo | 2010-02-19 17:53:46 -0500 (Fri, 19 Feb 2010) | 1 line
Changed paths:
M /source/gamelib/endian.h
A 16-bit integer byte-swapping function had an 8-bit integer as its return type. Fixed.
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r2711 | sumolx | 2010-02-18 17:11:55 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
Fixed dereferencing 'void *' pointer.
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r2710 | sumolx | 2010-02-18 16:39:14 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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r2709 | sumolx | 2010-02-18 16:33:00 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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February 24th, 2010, 19:33 Posted By: wraggster
More news from Planet Virtual Boy:
Today we have a bunch of new Virtual Boy videos for you. In cooperation with Grooveraider, we are happy to present you with a total of 4 tradeshow videos from WCES 1995 and E3 1996, showing some fantastic, never before seen stuff.
Nintendo Laser Montage (E3 1996)
Just before a live demonstration of the long awaited Nintendo 64 console on E3 1996. Actor/voiceover Charles Martinet kept the trade show attendees amused while portraying Mario's nemesis Wario on an enormous C-shaped projection screen complete with a laser montage of Nintendo's game line-up. You had to have been there to really experience Nintendo's MASSIVE show booth.
E3 1996 VB Booth
The Virtual Boy booth at E3 1996 with a lot of VB display with playable versions of Bound High and Dragon Hopper. This contains some seconds of Dragon Hopper footage!
WCES 1995 VB Booth
Camera footage showing the Virtual Boy booth at WCES 1995. The video consists of three parts:
1. Surrounding of the VB booth
2. People waiting in front of the VB booth in order to be let into a darkened room where numerous VB Demos were shown on video
3. Coming out of the Demo room into another area with many VB displays
Virtual Boy Technical Demos (WCES 1995)
The fourth and last video shows 3:45 minutes of camera footage of the Virtual Boy demos shown on video on WCES 1995! You'll see not only prototypes of Teleroboxer, Galactic Pinball, Red Alarm and Vertical Force, but also the F1 and Dolphin demos as well as the first ever moving images of the Mario and Starfox demos!
Bonus: Mario Demo (WCES 1995)
The complete Mario demo, taken from the above video of VB demos at WCES 1995.
Furthermore, Grooveraider sent us new and better scans of almost all press releases from WCES 1995 and E3 1995, a WCES 1995 VB brochure, as well as this picture of him with Gunpei Yokoi and his autographed copy of the E3 1995 programme. Yokoi signing it can be seen in this video we added earlier. Jealous? I certainly am.
A huge thank you goes out to Grooveraider for everything!
Read on for quotes.
Videos and More Here --> http://www.vr32.de/modules/news/article.php?storyid=290
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February 24th, 2010, 19:38 Posted By: wraggster
Emulatemii have released a new version of their Nintendo 64 Emulator for Wii and Gamecube, heres the news:
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February 24th, 2010, 19:39 Posted By: wraggster
Emulatemii have released a new version of their Nintendo 64 Emulator for Wii and Gamecube, heres the news:
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February 24th, 2010, 19:46 Posted By: wraggster
Stppwii preview release 0.2 released by Madmanguruman
This is a preview release of my port of ledow's GP2X SDL port of Simon Tatham's Portable Puzzle collection.
ledow was not involved in this endeavor, so please direct any questions to my talk page and not to him.
What's new
Version 0.2:
Mouse droppings cleaned up - far less problems now
STPPC2X updated to rev 163 - several new games added
USB keyboard functionality improved greatly (see below)
Custom .ini files (global and per-game config) no longer being dropped in the root of the SD card
http://wiibrew.org/wiki/Stppwii
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February 24th, 2010, 19:50 Posted By: wraggster
News via http://www.wii-addict.fr/forum/WiiXp...23-t18754.html
Update of R123 File Explorer on the Wii made by dimok and r-win.
Forwarder v3 always available
You can delete, rename, copy / paste / cut and see the properties of files on your SD or SDHC card.
Given the large number of updates to this homebrew, I decided to news by jumping 5 revisions. So the next will be the R125 then this system will be adopted.
QUOTE
R123
- Changelog not available
R122
- Changelog not available
R121
- Ability to create / write / delete / rename files and folders on the FTP Client
- Port type FTP changeable
- Creating a standard login when the field''''FTP Client User is left empty for anonymous login
R120
- Updated language desfichiers
- Change button in the taskbar FTP
R119
- Loading of correct text files in UTF-8 TextEditor
- Added the close connection to the FTP client on exit
- Removed duplicate file meta.xml
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February 24th, 2010, 19:52 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Mplay...67-t18760.html
scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.
This is a beta version which may contain many bugs.
This new drive can read files from:
SD-HC
USB
Video & DVD DATA DVD
Samba SMB (manager file sharing)
RADIO
QUOTE
R567
- Increased accuracy scaler
- Withdrawal of anti-aliasing EFB
- Cleaning Code
R566
- Sync with SVN Official
- Fixed some code dump file
R565
- Sync with SVN Official
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February 24th, 2010, 19:55 Posted By: wraggster
News via http://www.wii-addict.fr/forum/ASCII...11-t18770.html
ASCII Paint is a software developed by REALSPACE which can make drawings in ASCII.
The 1st version does not support the Wiimote, you will need a GC controller
QUOTE
TODO
* Wiimote support
* Ability to 'drag' the dot across an area, and keep painting without the need to press L every time.
* Wii Classic support (I do not have one, could someone help with that?)
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February 24th, 2010, 20:14 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Homeb...37-t18762.html
Homebrew DS Manager is a Windows application created by GoldenSun2.
It displays the list and Homebrews. Wad on your SD and the meta.xml and icon. Png and you can edit this information. You can also add / delete Homebrews card and download the tool SciiFii
QUOTE
v3.7
No info yet but it seems that the application is connected to a database download that can download more from the software HB
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February 24th, 2010, 20:24 Posted By: wraggster
News/release from Daimones
This is my first DS game, and well, my first graphical game ever, nothing special, but I figured I would post it anyway, there is a screenshot below as well.
Comments appreciated!
I will post the source once it is a little better commented.
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February 24th, 2010, 20:27 Posted By: wraggster
News/release from WinterAce
Here's a game I made using PAlib. I made this a while ago, with DS Game Maker, but modified its source. Not very much, I know, but I consider it great for my first game ever. This is the final release, I won't be updating it, though it says a Story may be on its way. Just thought I should show it to you fellas. I don't think the game saves, but you can try....
Its a RPS-based game but it has different options: Sword, Energy Ball and Shield. You can choose from 6 opponents, though they don't make a difference. Its a pretty black game, I mean, no backgrounds, etc. Get to 10 before your opponent to win. Features 3 random in-combat sounds. Everything else in the now outdated ReadMe.
Would love to listen to your comments...
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February 24th, 2010, 20:33 Posted By: wraggster
News/release from Kyoufu Kawa
Here's something I made last week-ish. It's a port of a GBA version I made late last year, done as a bit of training to keep my skills up.
Download: http://helmet.kafuka.org/100.rar
Screenshot: http://helmet.kafuka.org/Pika/blog/w...100boxesDS.png
Yes, the ladies flanking the playing field are a mite borderline, but that's just because I'm me.
If any of you have any suggestions (beyond adding the fade-in that I keep forgetting), do tell.
Incidentally, I [i]never[i] managed to get 100% clear. I only know the "you win" part works because I cheated. For testing purposes.
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February 24th, 2010, 20:33 Posted By: wraggster
News/release from Kyoufu Kawa
Here's something I made last week-ish. It's a port of a GBA version I made late last year, done as a bit of training to keep my skills up.
Download: http://helmet.kafuka.org/100.rar
Screenshot: http://helmet.kafuka.org/Pika/blog/w...100boxesDS.png
Yes, the ladies flanking the playing field are a mite borderline, but that's just because I'm me.
If any of you have any suggestions (beyond adding the fade-in that I keep forgetting), do tell.
Incidentally, I [i]never[i] managed to get 100% clear. I only know the "you win" part works because I cheated. For testing purposes.
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February 24th, 2010, 22:23 Posted By: wraggster
Newly released today:
features
Includes 15 classic arcade games: BurgerTime, Peter Pepper's Ice Cream Factory (the rare sequel to Burger Time), Bad Dudes vs. Dragon Ninja, Burnin' Rubber, Caveman Ninja, Crude Buster, Express Raider, Heavy Barrel, Lock ‘n' Chase, Magical Drop III, Secret Agent, Side Pocket, Street Hoop, Super Real Darwin and Wizard Fire
Unlock multiple rewards by achieving 75 different goals. Earn Music Soundtracks, Gallery Items, Classic Arcade Marquees and Bezels, and much more
Link your high scores to your Mii characters
Save, load and pause the game at any point during play; no quarters required
Supports the Wii Remote, Wii Remote with Nunchuk, Classic Controller and GameCube controller
Team up with or play against your friends in any game-they're all two player in addition to single player
description
This classic collection from Data East lets you relive some of the greatest arcade games of all-time. From shooters to sports, puzzle and twitch action games, this compilation of arcade hits offers nostalgic appeal and full multiplayer support at a terrific value.
http://www.play-asia.com/SOap-23-83-...j-70-3nu7.html
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February 24th, 2010, 23:06 Posted By: wraggster
Wait, you say you haven’t heard of FlingSmash, Nintendo’s other MotionPlus game before? You have just under a different name.
The working title for FlingSmash was Span Smasher. This is the first we’ve heard about Span Smasher since E3 2009 where the game was playable. It hasn’t been mentioned in Japan either, but Artoon must be finishing it up since Nintendo of America will publish FlingSmash this summer.
No word on a Zangeki no Reginleiv localization, which is Nintendo’s second Wii MotionPlus title.
http://www.siliconera.com/2010/02/24...i-this-summer/
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February 24th, 2010, 23:08 Posted By: wraggster
If you’ve been dreaming about a Nintendo DS with 93% larger screens compared to a Nintendo DS Lite, the DSi XL is the system for you.
Nintendo announced the Nintendo DSi’s larger and wider sibling will be in stores on March 28. The latest variation will retail for $189.99 and is pre-loaded with: Brain Age Express: Arts & Letters, Brain Age Express: Math, Photo Clock, the Nintendo DSi Browser, and Flipnote Studio. The total value of all of the applications is $18 since the last two are freebies. Pick it up in classy Wine Red… I mean burgundy or brown.
America’s Test Kitchen: Let’s Get Cooking and Wario Ware: D.I.Y., a make your own microgame creator, will be released on the same day.
Picross 3D, a picture logic game where you chip away cube, arrives in store about a month later on May 3. Afterwards, Nintendo has 100 Classic Books, a portable collection of literature with works from Shakespeare, Jane Austen, and Mark Twain, on their schedule set for release on June 14.
http://www.siliconera.com/2010/02/24...ith-two-games/
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February 24th, 2010, 23:10 Posted By: wraggster
Dragon Quest IX: Sentinels of the Starry Skies is being released Stateside, but not by Square Enix. Nintendo announced they are publishing Dragon Quest IX in North America and it’s scheduled for a summer release.
A similar deal was made for Final Fantasy I & II: Dawn of Souls and Final Fantasy IV – VI Advance where Square Enix published those titles in Japan and Nintendo handled them in the West. But, those were Final Fantasy games and Final Fantasy is already popular around the world. Dragon Quest is still significantly bigger in Japan than any other territory.
Will Nintendo of America’s marketing dollars and seal of approval make Dragon Quest IX a smashing success in North America? Years ago, it worked with Dragon Warrior.
http://www.siliconera.com/2010/02/24...u-by-nintendo/
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February 24th, 2010, 23:21 Posted By: wraggster
Nintendo has released a new trailer and shots for Super Mario Galaxy 2, which was confirmed today for a North American release on May 23.
Nintendo has released a new trailer for Super Mario Galaxy 2, which was confirmed today for a North American release on May 23.
The movie comes from Nintendo's US Media Summit and shows Yoshi and his Wii Remote tongue skills.
http://www.computerandvideogames.com...VG-General-RSS
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February 24th, 2010, 23:22 Posted By: wraggster
Nintendo pleases fans with far earlier than expected release date for anticipated platformer
Wii platform sequel Super Mario Galaxy 2 will be released in North America on May 23rd, Nintendo has confirmed.
The release date is even earlier than the mid-summer prediction muttered earlier today and will delight the platform holder’s legion of loyal fans.
Though the game – which was originally conceived as a ‘remix' of Super Mario Galaxy – will feature some content seen in its predecessor, it is said to now contain around 90 per cent new material.
It is expected to be one of the year’s best sellers and, considering Nintendo’s proven ability to keep its products performing at retail, could yet challenge for Christmas chart supremacy.
A UK release date could well be confirmed at Nintendo’s London gathering tomorrow.
http://www.mcvuk.com/news/37718/US-S...Galaxy-2-dated
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February 24th, 2010, 23:35 Posted By: wraggster
Warner's got Batman for adults and now Batman for children, as the publisher unveils Batman: The Brave and the Bold for Wii and DS.
Based on the television cartoon series and due this autumn, Brave and the Bold allows parents and children to team up in co-op, playing as Batman and one of his well-known friends: Robin, Green Lantern, Blue Beetle and sometimes Aquaman.
Another nifty feature is interoperability of Wii and DS, as the two systems can be linked to unlock the Bat-mite as a playable character. He/it/she is controlled on DS and can fight alongside all the main characters in the Wii version every step of the way.
WayForward Technologies will develop, and counts stylish Wii remake A Boy and His Blob among its portfolio.
http://www.eurogamer.net/articles/wa...for-wii-and-ds
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February 24th, 2010, 23:35 Posted By: wraggster
Warner's got Batman for adults and now Batman for children, as the publisher unveils Batman: The Brave and the Bold for Wii and DS.
Based on the television cartoon series and due this autumn, Brave and the Bold allows parents and children to team up in co-op, playing as Batman and one of his well-known friends: Robin, Green Lantern, Blue Beetle and sometimes Aquaman.
Another nifty feature is interoperability of Wii and DS, as the two systems can be linked to unlock the Bat-mite as a playable character. He/it/she is controlled on DS and can fight alongside all the main characters in the Wii version every step of the way.
WayForward Technologies will develop, and counts stylish Wii remake A Boy and His Blob among its portfolio.
http://www.eurogamer.net/articles/wa...for-wii-and-ds
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February 24th, 2010, 23:55 Posted By: wraggster
Nintendo just announced that its new DSi XL (known and sold as the DSi LL in Japan) will be hitting North America on March 28th, and will retail for $190. In exchange for a couple mm of extra thickness and a significantly larger footprint the XL pairs two 4.2-inch LCDs for a jumbo-sized look at your well worn, oft-rehashed DS catalog. The unit will retail in Burgundy and Bronze flavors at launch, preloaded with two DSiWare Brain Age games, Photo Clock, Flipnote Studio and the DSi Browser. Unconvinced? Check out the teardown of the LL edition right here while you wait your turn to consume this American style. Feeling left out in Europe? Don't, because you guys are getting the XL on March 5th.
http://www.engadget.com/2010/02/24/n...arch-28th-for/
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February 25th, 2010, 00:05 Posted By: wraggster
Nintendo has released all new media of Metroid: Other M, the Team Ninja and Nintendo developed Wii game that tells a more "revealing, personal story" than previous Metroid games, including Other M's chronological predecessor, Super Metroid.
What Nintendo calls a "dramatic new direction for a legendary franchise and a bold new blend between cinematics, storytelling and the best in interactive entertainment" is what we'll call simply Metroid: Other M, a sequel dated earlier today for a June 27 release in North America. All-new screen shots of Samus Aran's latest adventure highlight Team Ninja's trademark cinematic prowess and showcase the game's blend of 2D and 3D gameplay.
Featuring a control scheme that uses Wii Remote-only controls (held sideways) for side-scrolling adventure and battle moments, with pointer control for first-person exploration and shooting, Other M certainly sounds like a fine compromise for the longtime Metroid fan. We'll find out later when our hands-on impressions from today's summit go live.
Nintendo promises voice acting—will we hear Samus speak, not just scream?—and a rich, "engaging" backstory set on the decommissioned Bottle Ship, plus plenty of action and exploration. Until you get to experience it yourself, enjoy new Metroid: Other M screens that run at a resolution worthy of a Wii HD. (Nintendo warns "screen captures are taken from a version of the game still in development and are provided at a higher resolution than what is available in game.")
http://kotaku.com/5479442/new-metroi...ils-excitement
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February 25th, 2010, 00:06 Posted By: wraggster
It's a Monster Hunter Tri information explosion, as Nintendo and Capcom reveal new information on the North American release of this eagerly anticipated title, including the release date, exclusive demos, preorder incentives, and the freedom of online multiplayer.
Nintendo kicked off the Monster Hunter Tri information overload today at its summit in San Francisco, announcing an April 20th release date, along with the news that unlike Japan, there will be no subscription fees associated with online play in the North American version of the game. Fans still get all of the Wii Speak-enabled online monster hunting they can handle, without having to pay a dime, unless they want to purchase additional items for the game in the Nintendo Store.
Capcom is helping out on that front too. Along with a GameStop-exclusive demo of the game, available on March 8th, folks who preorder Monster Hunter Tri from the retailer will also score a 500 Monster Hunter Tri Points Card, good towards purchases in the Nintendo Wii or DSi shopping channels.
As mentioned previously, Monster Hunter Tri will be available in two flavors. Players can opt to purchase a copy of the game bundled with Nintendo's new Classic Controller Pro for $59.99, or spend $10 less on just the game itself. Considering the Classic Controller Pro will retail for $19.99 by itself, the bundle is probably the way to go.
As if all of this information wasn't enough, Capcom also released 11 new Monster Hunter Tri screens to commemorate the announcements. Enjoy!
http://kotaku.com/5479365/monster-hu...-free/gallery/
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February 25th, 2010, 00:15 Posted By: wraggster
Which Prince of Persia game features "superb graphic detail and incredibly fluid animation" and "more thrills than a saber duel with a thousand sultans"? If you answered, "Ubisoft's Prince of Persia: The Forgotten Sands," you'd ... well, you'd probably be right. But that text first appeared on the SNES box of 1992's Prince of Persia, an enhanced port of Jordan Mechner's original vizier vanquish-'em-up.
Nintendo announced at its San Francisco media event today that the SNES game will be included in the Wii version of Prince of Persia: The Forgotten Sands, which is slated for release on May 18. Earlier this month, rumors suggested that Prince of Persia Classic -- a direct remake of the original game, initially released on Xbox Live Arcade and PlayStation Network -- would be included in The Forgotten Sands. Instead, Wii owners get classic Prince of Persia exclusively.
Don't fret too much about the platforms, though. You're probably in for more thrills than a saber duel with a thousand sultans no matter what.
http://www.joystiq.com/2010/02/24/pr...-sands-on-wii/
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February 25th, 2010, 14:42 Posted By: wraggster
New machine not on the horizon “any time soon”, according to Cammie Dunaway
At its media summit in America yesterday Nintendo once again reiterated Nintendo’s stance that either a Wii HD or Wii 2 is nearing release.
“I don't think it will be any time soon,” Nintendo of America's executive VP of sales and marketing Cammie Dunaway told Gamespot when asked about the mystery hardware.
Analysts have repeatedly predicted the impending arrival of either w Wii successor or an updated version of the current console, and while Nintendo has spoken of its ongoing Wii developments it has also moved to rubbish reports that a new hardware release is nearing.
However, Dunaway was prepared to discuss Nintendo’s thinking behind what direction new hardware will take when it eventually materialises.
“Part of Nintendo's heritage is to always be looking at innovation and to start working on new hardware as soon as we launch a platform, so we'll have it ready when we think the time is right.
“At the end of the day people don't care about the technology, they care about what you can do with it and I think that no one's better than Nintendo and being able to create these kinds of immersive experiences that consumers love.”
http://www.mcvuk.com/news/37723/Nint...lms-Wii-2-talk
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February 25th, 2010, 14:47 Posted By: wraggster
Nintendo has said that 76 Wii titles have now sold in excess of 1 million copies - 22 of which are first-party developed games and 54 of which were made by third-parties.
And 108 DS titles have also reached the milestone, with 45 first-party and 63 third-party games selling over a million worldwide, according to Dan Adelman, Nintendo's head of business development, speaking at the company's Media Summit in San Francisco yesterday.
In terms of the online libraries for Nintendo systems, Virtual Console now has 347 titles, WiiWare has 189, and DSiWare 127, reports VG247.
The same press event also bore news of the US release dates for the DSi XL and Nintendo's core releases for the first half of 2010.
The new larger-screened DSi will be released in North America on March 28, Nintendo confirmed, at a retail price of $189.99 (£124).
Like in Japan, the console will come with some pre-loaded software - in the the case of the US launch that will be Brain Age Express: Arts & Letters, Brain Age Express: Math and Photo Clock, the DSi browser and Flipnote Studio applications.
Game announcements included the awaited release date for Super Mario Galaxy 2, which was pinned for May 23 in the US, reported Gamasutra.
Team Ninja's Metroid: Other M was dated for June 27, Capcom's Monster Hunter Tri for April 20 and Treasure's Sin and Punishment: Star Successor for June 7.
Nintendo also confirmed it would publish Dragon Quest IX: Sentinels of the Starry Skies in North America this summer.
UPDATE: Nintendo Europe has announced that Super Mario Galaxy 2 will be released in the UK on June 11, Monster Hunter Tri April 23, Sin & Punishment 2 May 7, and Metroid: Other M a third quarter release.
http://www.gamesindustry.biz/article...s-of-1m-copies
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February 25th, 2010, 20:35 Posted By: Shrygue
via Eurogamer
Nintendo Europe has announced European dates for Super Mario Galaxy 2 and other titles at its London press event.
Super Mario Galaxy 2 will be released on 11th June in Europe. It's out in the US on 23rd May.
It will be preceded by Monster Hunter Tri on 23rd April and Sin & Punishment 2 on 7th May.
Metroid: Other M has only been given a Q3 date for now, despite the 27th June US date handed down overnight.
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February 25th, 2010, 20:37 Posted By: Shrygue
via Computer and Video Games
Nintendo's just confirmed that Monster Hunter Tri will be released on April 23 and, better yet, there will be no online subscription fee.
Count yourselves lucky because our Japanese friends had to part with hard earned cash for their online privileges.
Nintendo confirmed the news at its European media summit today where it also announced the UK release dates for Metroid: Other M and Super Mario Galaxy 2.
We brought you some Monster Hunter Tri screens yesterday.
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February 25th, 2010, 20:39 Posted By: Shrygue
via Eurogamer
One date that slipped under the radar earlier was a summer launch for Dragon Quest IX: Sentinels of the Starry Skies.
Nintendo's picked the same time-frame for the US [23rd May].
Japan, however, has been playing since last summer. There, the DS RPG has been lauded by critics - Famitsu awarded the game 40/40 - and snapped up by a hungry public, which has bought 4.15m copies to date.
Nintendo's eyebrow-raising decision to plop a fully-fledged Dragon Quest instalment exclusively on DS appears to have paid off.
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February 25th, 2010, 20:41 Posted By: Shrygue
via Kotaku
The Wii was released in November 2006. The GameCube was released in 2001. About time for a new home consoles, right? Um, no.
"I don't think it'll [Wii successor] be any time soon," Nintendo of America exec Cammie Dunaway told GameSpot at the recent Nintendo Summit.
"Even though our installed base it, at this point, 5 million households larger than the PS2 was at the same point in its lifecycle, [Wii] still has a lot of room to grow."
There has been 50 million PS2s sold in America, Dunaway points out. Currently the Wii has sold nearly 28 million units. Does that mean there won't be a new Nintendo home console until 20 million or so more Wiis are sold?
"That said, part of Nintendo's heritage is to always be looking at innovation, and to always start working on the next hardware every time we launch a platform, so we'll have it ready when the time is right." Ah, the future!
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February 25th, 2010, 21:28 Posted By: wraggster
A new daily build of Scummvm has been released for the Wii, Iphone, Dreamcast, PSP and GP2X, heres the release news:
It's time once again to go out and test all your favorite ScummVM games as we gear up for another release of our humble little software. We have several new games announced as supported:
Blue's Art Time Activities
Blue's Reading Time Activities
Dragon Historie
Freddi Fish 5: The Case of the Creature of Coral Cove
Pajama Sam: Games to Play on Any Day
Spy Fox 3: Operation Ozone
TeenAgent
So, go grab your favorite games, and play through them using a daily build. If you find any bugs, report them on the bug tracker. Once you've completed a game, please report it on the forums so it can be added to the release testing wiki page. When reporting, make sure you provide the version, language, and platform of the game you're testing. Any other questions? Go see the Release Testing guidelines.
Download Here
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February 25th, 2010, 21:34 Posted By: wraggster
Actarus has released a new version of the Nintendo DS Emulator for Linux:
New version for Linux OS, some changes of the Windows version more some fixes at the core and plugin audio.
http://ideasemu.biz/
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February 25th, 2010, 21:53 Posted By: wraggster
CustomizeMii 2.31 released by Leathl
CustomizeMii is a custom channel creator for the Wii.
The .NET Framework 2.0 is required to run this application!
A mono version is available which runs under Linux / Mac OS X (Requires the mono framework to be installed!)
Changelog
Version 2.31
Fixed sending to Wii
http://wiibrew.org/wiki/CustomizeMii
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February 25th, 2010, 21:58 Posted By: wraggster
News via http://www.gc-linux.org/wiki/Main_Page
The new release of the mainline Linux kernel is out and has now platform support for the Nintendo GameCube and Wii, courtesy of gc-linux.org. Note though that most driver support is still missing in mainline. As of now, you just get Wii SDHCI support which means SD card and WiFi support (already merged in v2.6.32) only. But we are at it
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February 25th, 2010, 21:58 Posted By: wraggster
News via http://www.gc-linux.org/wiki/Main_Page
The new release of the mainline Linux kernel is out and has now platform support for the Nintendo GameCube and Wii, courtesy of gc-linux.org. Note though that most driver support is still missing in mainline. As of now, you just get Wii SDHCI support which means SD card and WiFi support (already merged in v2.6.32) only. But we are at it
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February 25th, 2010, 22:14 Posted By: wraggster
via nmax
I have the honor to present the best remake of the great saga Super Smash Bros. there for the DS. And no wonder. We have 9 characters, 6 stages, Good music that will accompany us throughout the game and 2 game modes. To make matters worse, the author promises Further improvementsWhich will include new characters, new scenarios, and hopefully options Multiplayer and Wi-Fi. To all this, it has to emphasize that it remains to be at the height of a SSB game in the series. Improvements remarkable in demo3.
Author: miguel28
Let's see who gives us this great homebrew:
Characters:
Diddy Kong (Super Mario)
Fox (Star Fox Adventures)
Ichigo (Bleach, anime)
Link (The Legend of Zelda)
Luigi (Super Mario)
Mario (Super Mario)
Pikachu (Pokémon)
Sanji (One Piece, anime)
Yoshi (Super Mario)
All with 7 moves (Jump, Normal Attack, to sides, bottom, top, the air and special) and sound effects.
Scenarios:
Princess Peach Castle (Super Mario)
Hyrule Temple (The Legend of Zelda)
Yoshi Stor (Super Mario)
Metal Fight (Super Mario)
All through his music.
http://nds.scenebeta.com/noticia/sup...-bros-crash-ds
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February 25th, 2010, 23:10 Posted By: wraggster
Nintendo's got two new WarioWare games to release on 30th April, one for DS and one for Wii. What's more, they'll work together.
For DS there is WarioWare: Do It Yourself, and as the subtitle suggests the key feature will be creating and sharing your own micro-games using the Wi-Fi connection. Swapping should be a snappy process, as each micro-game will only be around 10 seconds long.
Nintendo will hold Design Challenge contests to keep the community active, and the tools have thorough tutorials to get you started.
If you don't fancy all that, though, you can tackle the 90 micro-games already on the cartridge. WarioWare: DIY has a feature where you can create four-panel black and white comics or craft your own songs using one of 90 samples as guides.
The WiiWare game sounds very similar: WarioWare: Do It Yourself - Showcase. This packs 70 micro-games and can play micro-games created on DS.
There's a multiplayer mode for four people to unlock as well as a mini-game based on Balloon Fight, where you collect musical notes to achieve a high score.
http://www.eurogamer.net/articles/ne...s-wii-in-april
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February 25th, 2010, 23:10 Posted By: wraggster
Nintendo's got two new WarioWare games to release on 30th April, one for DS and one for Wii. What's more, they'll work together.
For DS there is WarioWare: Do It Yourself, and as the subtitle suggests the key feature will be creating and sharing your own micro-games using the Wi-Fi connection. Swapping should be a snappy process, as each micro-game will only be around 10 seconds long.
Nintendo will hold Design Challenge contests to keep the community active, and the tools have thorough tutorials to get you started.
If you don't fancy all that, though, you can tackle the 90 micro-games already on the cartridge. WarioWare: DIY has a feature where you can create four-panel black and white comics or craft your own songs using one of 90 samples as guides.
The WiiWare game sounds very similar: WarioWare: Do It Yourself - Showcase. This packs 70 micro-games and can play micro-games created on DS.
There's a multiplayer mode for four people to unlock as well as a mini-game based on Balloon Fight, where you collect musical notes to achieve a high score.
http://www.eurogamer.net/articles/ne...s-wii-in-april
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February 25th, 2010, 23:15 Posted By: wraggster
Let's not turn everything with a screen into an ebook reader, pleeeease? The DSi XL is launching in North America on March 28, and Nintendo's putting that gorgeous 256x192 display to use with 100 Classic Books June 14. Dear Christ.
The 100-book package features works from Shakespeare and Mark Twain and it's 20 bucks. Mercifully, you can adjust the text size, meaning if you want it to be readable, you'll be able to scale it up to something like four words per screen. I'm sorry, but reading on a backlit screen with a resolution of 256x192 spread across 4.2 inches sounds like the quickest way to a migraine ever. Actually, that could be the best excuse for getting out of school ever. "My eyes are bleeding from reading so much!"
http://gizmodo.com/5479633/oh-boy-ni...reader-now-too
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February 26th, 2010, 17:20 Posted By: wraggster
New from Divineo USA
An original brand new repair drive board VEP72123 for the latest version of Wii drive.
Compatible with any drives, any versions ( Pal , NTSC , Jap ) of the Wii
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February 26th, 2010, 17:22 Posted By: wraggster
New from Divineo China
You can now charge up to 4 Wiimote simultaneously!
The new charge percentage indicator indicates recharge level at 25% increments. Illuminated blue LED base. 4 high capacity Ni-MH rechargeable batteries for 6-hour playtime per Wiimote and up to 1000 recharge cycles. Fully charge all 4 pcs of Wiimote in 5 hours. Compatible with all versions of Wiimote.
Package includes:
- High capacity Ni-MH rechargeable batteries (2800mAh) x 4 pcs
- Quad charge station x 1 pc
- USB-DC cable x 1 pc
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February 26th, 2010, 17:31 Posted By: wraggster
Newly released today:
features
Unique story torn from the highly successful Yu-Gi-Oh! 5D's animated series on The CW Kids Block and Cartoon Network
Introducing 20 new characters to duel and interact with throughout story mode including Crow, Carly, Lazer, Sayer and Kilan
Turbo dueling has been enhanced to include puzzles while racing, increased collection points and hidden pathways to make racing more exciting
The Duelist Calculator has been added to help players quickly and accurately calculate attack points, defense points and life points. It also has timer functions and judges dice and coins when battling opponents
All new Wi-Fi rankings system tracks your win percentage against other duelists and either elevates your ranking by winning against strong opponents or decreasing your ranking by losing to weaker opponents
Cutting edge Play Record Functionality not only tracks your last 20 wins but allows gamers to compare wins and losses with other opponents they've competed against
description
The Dark Signers return seeking eternal supremacy over New Domino City and the citizens of Satellite. Based on the immensely popular Yu-Gi-Oh! 5D's animated series and building off the success of Yu-Gi-Oh! World Championship 2009, duelists pick up the action after the Fortune Cup and begin deep within the secret society Arcadia Movement. 5D's Story Mode offers new stages torn from the animated series with all new characters to interact with or jump into Free Duel mode to get right into one-on one-action. Added and upgraded features include turbo duel racing, puzzle solving maps, and race challenges never before seen in previous World Championship titles.
http://www.play-asia.com/SOap-23-83-...j-70-3p0g.html
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February 26th, 2010, 17:36 Posted By: wraggster
Newly released today:
In a frantic battle to the checkered flag, Sonic and friends speed around tracks set in medieval castle ramparts, lush rainforests and bustling cities, all taken from the visually rich and varied universes of Sonic and SEGA. Fan favorites such as Dr. Eggman, Tails, AiAi, Amigo and many more will join Sonic in their custom built vehicles, revving their engines and jostling to stay ahead of the pack. Each character will speed around the track in cars, planes, motorbikes, and in Aiai’s case – a banana mobile! Secret short cuts, swift handling and avoiding strategically placed obstacles are certainly the best way to get to the top of the podium.
But winning is only part of the fun in Sonic & SEGA All-Stars Racing! Each character has a specific All Star move – such as Super Sonic, Banana Blitz and Tails Tornado – that allows a quick way for competitors to get back into the race! Power ups and weapons can also be collected around the tracks and used against the opposition to ensure they don’t become a threat to that number one position.
http://www.play-asia.com/SOap-23-83-...j-70-3g1k.html
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February 26th, 2010, 17:38 Posted By: wraggster
Newly released today:
features
An active puzzle combat mechanic blends the fun and skill of puzzle games with the strategy and adventure of RPGs for a truly epic gaming experience
Seek out hidden treasures and equipment that only true Heroes should have by battling your way through dungeons throughout the Asharin Empire
Challenge your friends locally or online to a puzzle battle to see who will reign supreme as the ultimate champion of the Asharin Empire
Test your puzzle skills in 5 mini-games that will unlock items and provide even more enhanced abilities
No matter what mode you are playing in, Single Player, Versus, Quick Battle, or Mini-Games, your Hero will acquire skills and experience, unleashing new ways to experience the game
Customize your Hero’s puzzle combat style by using mighty weapons, enchanted armor, special battle skills, and more
description
Enter the dark and savage lands of the Asharin Empire as you battle to avenge the atrocities the Empire brought upon your tribesmen. On your challenging quest you will fight fierce beasts and battle hardened warriors with a new puzzle combat mechanics that will test your skills. This new puzzle combat system is based on real time action so players will have to think fast and posses sound strategies to best their opponents.
As you progress through the adventure you will level up your character through a diverse skill tree full of magical and physical attacks. Players can collect a wide variety of weapons and armor by winning them in combat and purchasing them at vendors. Players can also venture into the depths of the many dungeons to search for rare and powerful items. Expanding on the already high replay value of the main storyline, players can challenge your friends to duels, level up your character in Quick Battles, or play Mini-Games to unlock new spells, items, or potions.
http://www.play-asia.com/SOap-23-83-...j-70-3g2o.html
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February 26th, 2010, 17:39 Posted By: wraggster
Newly released today:
description
In a frantic battle to the checkered flag, Sonic and friends speed around tracks set in medieval castle ramparts, lush rainforests and bustling cities, all taken from the visually rich and varied universes of Sonic and SEGA. Fan favorites such as Dr. Eggman, Tails, AiAi, Amigo and many more will join Sonic in their custom built vehicles, revving their engines and jostling to stay ahead of the pack. Each character will speed around the track in cars, planes, motorbikes, and in Aiai’s case – a banana mobile! Secret short cuts, swift handling and avoiding strategically placed obstacles are certainly the best way to get to the top of the podium.
But winning is only part of the fun in Sonic & SEGA All-Stars Racing! Each character has a specific All Star move – such as Super Sonic, Banana Blitz and Tails Tornado – that allows a quick way for competitors to get back into the race! Power ups and weapons can also be collected around the tracks and used against the opposition to ensure they don’t become a threat to that number one position.
http://www.play-asia.com/SOap-23-83-...j-70-3g2s.html
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February 26th, 2010, 20:27 Posted By: Shrygue
via Computer and Video Games
Nintendo's Cammie Dunaway has suggested that the forthcoming Legend Of Zelda game will be released for Wii this year.
In an interview with Wired.com, Nintendo of America's executive vice president said that the website owed her a steak dinner for doubting that new Mario, Metroid and Zelda games would be released in one year.
Of course the release dates for Mario Galaxy 2 and Metroid: Other M were confirmed at Nintendo's media summits this week but Dunaway believes that Nintendo will enjoy a good second half of 2010 as well.
"One of the things that's true for Nintendo is that we're not driven by a calendar for our release dates. When the games are ready to go, when the quality is perfect, that's when we release.
"We all benefit if we can keep a pretty steady pace, so the development teams have worked hard to make sure that we've got a full lineup this year. If you compare the first half of 2010 with the first half of 2009, it's night and day. And from some of the things that Mr. Iwata has talked about, and that we will talk about at E3, like Zelda, you know that we're going to have a good back half of the year, as well."
With new Mario, Metroid and Zelda games pencilled in for 2010, could this be one of the best years ever for Nintendo fans?
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February 26th, 2010, 20:46 Posted By: wraggster
Romancing Saga 2 is one of them. Another one is a quirky puzzle game from the developers of Retro Game Challenge.
Indieszero’s first project was Sutte Hakkun, a platform/puzzle game originally released on the Satellaview. In Sutte Hakkun you control a character that looks like a translucent snowman as it collects shards to revive a rainbow. He gets around by absorbing blocks to climb to higher areas. Adding color makes the blocks move. See the fishbowl with red paint? Infusing a block with red makes it float up and down. Seems simple enough to understand and since the menus are in English Sutte Hakkun could be a good Virtual Console import.
Here are the other Virtual Console games slated for Japan in March.
Super Famicom
Romancing Saga 2
Sutte Hakkun
Virtual Console Arcade
Moon Cresta
http://www.siliconera.com/2010/02/26...an-next-month/
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February 26th, 2010, 20:48 Posted By: wraggster
Tomy set April 22 as the release date for Naruto Shippuden: Full Throttle Ninjutsu! Chakrush. Visually, the sprites give it a Jump Ultimate Stars feel, but the battle system is quite different.
Tomy calls Naruto Shippuden: Full Throttle Ninjutsu! Chakrush a “high speed ninja battle action game” and created a rock-paper-scissors style fighting system. Guarding blocks attacks. Attacks shatter a guard crash. And guard crash slams a defending character. Every character also has ouigis and a chakrush, a hyper combo that the game is named after.
Playable characters include: Naruto, Sai, Sakura, Kakashi, Jiraiya (in Toad Sage form), Sasuke, Shikimaru, Deidara, Itachi, and Pain. Battle them in fights with the computer or up to three friends via local Wi-Fi.
http://www.siliconera.com/2010/02/26...ores-in-april/
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February 26th, 2010, 21:03 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Homeb...38-t18826.html
Homebrew SD Manager is a Windows application created by GoldenSun2.
It displays the list and Homebrews. Wad on your SD and the meta.xml and icon. Png and you can edit this information. You can also add / delete Homebrews card and download the tool SciiFii
QUOTE
version 3.8
- Change desktop icon
- Added icons in the menu
- Added a progress bar when copying of homebrew
- New interface download
- Once downloaded the homebrew, it will be extracted directly to the root of the SD
- Ability to see the list of games. For this you'll need the file GameList.csv you can get through the USB Loader GX.
- Possibility to download covers 2D or 3D
- Cleaning the code
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February 26th, 2010, 21:09 Posted By: wraggster
News/release from maRk2512
After a long time of hard work it's done - PuzzleBoy is ready to release!
Feel free to post any comment - bug-report - suggestion.
Have fun with it!
maRk
Download the latest version (v1.10) here! Now all map's are tested and solveable!
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February 26th, 2010, 21:12 Posted By: wraggster
Via Nmax
There are many different variant of tetris, And one of these is Bakudan. The goal, as we saw in Ball Buster!Tries to eliminate all balls screen, but this time the groups balls do not count (you can remove a ball loose), Add a horizontal line every time we remove one or more balls and we can create strings from the first lineSo that the game ends when the balls reach the limit the board. The graphics and animations are cared for, but was made to missing a ranking.
Author: Meram (eye, the official website in Japanese)
Well, that, apart from the rules, it is noteworthy that a port of a computer game, but I could not access it because I know nothing of the official, xD. The game itself has no menu, is 3 meters and the game board, nothing more.
http://meraman.dip.jp/index.php?NDS_BAKUDAN
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February 26th, 2010, 21:15 Posted By: wraggster
Via Nmax
News/release from Smileynator
I know this has been done before.
Though that version i found just had a bird flying around, and you could shoot it + 1 score.
I want it to do everything the original game had.
I just started over and got about as far as that first demo.
See if you can find any glitches?
Press A to let a bird fly and shoot it with the stylus!
(Fun fact: The bird flight engine is the bouncy ball tutorial made by James )
I added the bird ''fly away'' option.
The dog is still dead, and it resets after fly away has been done (bird flew out of screen)
Also you can only fire 3 times at 1 bird.
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February 27th, 2010, 01:53 Posted By: wraggster
Mario Kart is one of the most popular games on the DS, but imagine using a virtual steering wheel to control your car. A patent has turned up showing just that, taking the DSi's touchscreen control to the next level.
In typical patent jargon, the document says:
In one exemplary illustrative non-limiting implementation, a video game or other application displays an image of a steering wheel. Such display may be on the same screen as one that displays other information such as a race course or other environment through which the vehicle may be maneuvered in a simulated fashion, or it may be on a different screen. The steering wheel display is, in one exemplary illustrative non-limiting implementation, displayed on a screen that is touch sensitive. The touch-sensitive functionality of the screen is used in at least some exemplary illustrative non-limiting implementations to allow the video game player to control the position of the steering wheel displayed on the screen. The displayed vehicle steering wheel position, in turn, is used to control the travel motion or direction of the vehicle being simulated. The resulting simulation provides a realistic input control interface obtainable using relatively inexpensive and compact input devices such as those available on conventional portable or other video game play and/or simulation platforms.
It'd do what the Wii did to racing games with the steering wheel peripheral. It's instantly more accessible to non-gamers, which is what Nintendo's all about these days. Sigh. ..
http://gizmodo.com/5480919/nintendo-...n-racing-games
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February 27th, 2010, 21:13 Posted By: wraggster
Ex-DICE boss Fredrik Liliegrin has labeled Nintendo Wii a "virus" - and said that the platform holder knows it is "not a video games machine".
Liliegrin now runs a company called Antic Entertainment, which produces 'casual games for the hardcore'.
He told GamingUnion: "Wii, to me, I would describe it as a virus, that doesn't stick. Everyone comes home, it's a toy, people have got to realise the Wii is a toy, not an entertainment-focused product.
"People come home, someone, they play Wii for a bit, feel it's really cool, blah blah blah, they go out and buy one. Ask people how often they play the Wii, that are not the core game consumer that buys one because they have an Xbox 360 and a Wii or a PlayStation 3 and a Wii.
"The people that only own the Wii, ask that consumer how often they use their machine. They just don't use it, it was cool, but they're not gamers, so they put it away.
"Other than the Wii Fit phenomenon that helped a lot of people get a nice cutie voice telling that they're fat and need to go work out, they need to find other alternatives. Nintendo is smart in that way in that they realize this is not a video game machine, this is not a games game machine."
Blimey. Don't mince your words, mate...
Wii 'not a video games machine'? What's all this about then?
http://www.computerandvideogames.com...VG-General-RSS
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February 27th, 2010, 21:29 Posted By: wraggster
Gamasutra got a chance to speak with the executive VP and GM of Disney Interactive Studios, Graham Hopper, who says that Disney is swinging for the stands on their future game releases. The games division is learning from "pure" gaming studios and their success, and while Hopper admits that the company hasn't always treated their properties correctly on the gaming side, starting with Disney's Epic Mickey, it wants to "give their projects the time and appropriate resources to be successful." In other words, let them stand on their own as games, rather than squeeze them up against a movie's release date.
And Hopper hopes for quite the payoff, too -- while third-party titles on the Wii have been hit or miss (mostly miss), Hopper expects Epic Mickey's success to go "to Nintendo levels." He does say that they don't want to turn Mickey into Mario by "simply using him as an icon or an avatar in a game," but Disney's goal in the future will be to make sure that each of their properties' appearances are worth it. Hopper says if they port a film to five different gaming platforms, customers should expect "not the same story five times over, but five different stories, each uniquely suited for the platform they're on." A good plan to have, but much easier said than done.
http://www.joystiq.com/2010/02/27/di...ls-on-the-wii/
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February 27th, 2010, 21:36 Posted By: wraggster
A message on the Mega Man Zero Collection site says the game has been delayed and Capcom apologizes for any inconvenience caused by the news.
April 22nd was previously Mega Man Zero Collection’s release date in Japan. North America was scheduled to get the game in the summer. The new release date for Japan is “TBD”. It’s unclear if the delay in Japan will affect the North American version since “summer” is a few months after April.
Mega Man Zero Collection contains all four Mega Man Zero games on one Nintendo DS cart. Retail product sheets listed extra features such as collection mode and easy scenario mode.
http://www.siliconera.com/2010/02/26...tion-in-japan/
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February 27th, 2010, 22:03 Posted By: wraggster
ftpii 0.0.21 released by joedj
ftpii is an FTP server for the Nintendo Wii.
Changes
0.0.21 NTFS filesystem.
SEEPROM filesystem.
Fix active-mode transfers.
Built with devkitPPC release 19, libogc r3938, libfat r3938.
http://wiibrew.org/wiki/Ftpii
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February 27th, 2010, 22:04 Posted By: wraggster
BrawlStats beta2 released by Marc
BrawlStats is a Wii application that will have to be ran after a Super Smash Bros. Brawl session. It will store automatically on your SD your results and then you will be able to navigate freely through a clean GUI that will show you a lot of information that Brawl doesn't store (or doesn't show). It can be like a database of your Brawl matches.
beta2 (2010.02.27)
some small bug fixes
some cosmetic changes
added a page indicator so you can know in what page you are
the ranking per matches now shows a new column that indicates the total matches
added a new help screen on the last tab
the return to Wii menu function works
numbers now use a fixed width font
http://wiibrew.org/wiki/BrawlStats
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February 27th, 2010, 22:43 Posted By: wraggster
OpenTyrianWii 1.7 released by Molokai
http://wiibrew.org/wiki/OpenTyrianWii
A Port of the birds-eye shoot-em-up shooter OpenTyrian to Wii
Changelog
1.7 - 25 February 2010
Impossible, Suicide, and Lord of Game difficulties now available by default in difficulty select menu.
Change in onscreen keyboard startup and shutdown routine. Result is an increase in speed when loading the save/highscore name entry screens.
Rich mode (a.k.a. loot) now accessible through "OpenTyrian" menu option.
Latest changelog now included in meta.xml (for the benefit of the HBB users).
Special Games/Modes menu added. Access by simultaneously pressing left and right sidekick assigned joystick buttons (or F15 on a keyboard, if you have one that far up). Includes choices for both Arcade ships (i.e. UNKNOWN, WEIRD, NORTSHIP, etc), as well as the two difficulty settings for ENGAGE (suicide and LOG). Will eventually include Destruct mode (2D tanks game), but since it's not rigged to work with joysticks at the moment, it's useless on the Wii.
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February 27th, 2010, 22:53 Posted By: wraggster
News/release from s_hansse
I started right now to programm Glace DS.
It will be a remake of Glace by Tommy Visic. You can find the orginal Glace by searching for Glace Tommy Visic.
Here's the fifth demoversion, first one really running.
You can't do anything, simply run around and be happy about you can stand on grounds
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February 28th, 2010, 00:41 Posted By: wraggster
News/release from janmulder
My new game is called BallyWally.
The intention is to get the Ball in the hole.
The only way to do that is to turn the rectangle.
In the Menu you can choose:
Full: Play the game and try to unlock new levels (last level is 5 for now).
Level: Choose a level to play (you first need to unlock them).
Save: Save the game (records and unlocked levels).
Records: Shows the records on the top screen.
In the Levels you can press Back to go back to Menu.
The rectangle shows you how the plate is turned (3D).
A message appears when something happens.
I guess that was it.
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February 28th, 2010, 00:44 Posted By: wraggster
News via http://baro.drunkencoders.com/blog/16
This is a tool I’ve made to develop Tanuki Tail, but decided to release because I’m so awesome and helpful.
BaSS is a script language toolkit I’ve made (and still work on from time to time). It lets you create script files that use a script language of your invention. For example, if you are making an RPG you may want to create scripts for your NPC events. For example, when you talk to someone make him face you, load a text, print the text, maybe give or take an item, etc. It also has other uses, like event animations (example: “walk two tiles up, then turn around, make the character jump…”) or anything that comes into mind. After all, the final result is an array of bytes with the meaning you gave to them.
The current toolkit consists of two tools, Luthier and Performer, both of which are command line text parsers. The toolkit comes with a manual that explains pretty much everything.
Luthier creates BaSS language files from text files. This is, the collection of commands you want to use to compile scripts with Performer. Read the manual and example to get a better idea, but, a quick one:
5 loadtext 1 2 textID
6 printloadedtext 0
X print 1 2 textID // loadtext textID \ printloadedtext
These three lines would put two commands and a construct in the language:
Command number 5, named “loadtext”, which receives one parameter of length two (bytes), called textID
Command number 6, named “printloadedtext”, which receives no parameters.
Construct “print”, which receives one parameter of length 2 (bytes) called textID. This gets translated into “loadtext textID” and “printloadedtext”
As you can see, this also implements constructs, which are something similar to macros in C. A construct is translated as one of more commands with parameters (constant or parameters of the construct), which is useful for common script lines, aliases (multiple names) of a command, or, with label references, jump commands.
Presumably, loadtext would load a text reference into some buffer, printloadedtext would output it, and print would do both things.
Luthier also lets you define things like maximum script file size, coordinate types size (each script has two coordinates: bank and script, and offset as an offset in the script file), endianess of data bigger than one byte, file extension, etc.
The second tool is Performer, which is the actual script compiler. Given a text source file and a language file (created with BaSS), generates a file containing the array of bytes that represent such script. For example, with the previous commands, the script
loadtext 10
printloadedtext
print 11
would generate a script with the bytes 5 10 6 5 11 6, which would, presumably, output texts number 10 and number 11. Constructs get translated into the commands they mean
It is possible to #define things with a %DEFINE directive.
It is also possible to insert labels. Labels are references to a script bank-script-offset coordinate, and can be added in a script to create a reference to that exact point of the script. You can create constructs that accept Label or Extlabel types, and then, when compiling, Performer looks up that label. If it’s a Label, it looks in the current script. If it is an Extlabel, it looks in a labels file, where all the labels from compiled scripts are stored.
Once you have your language defined, you have to implement the commands into your game. The logical way to do this is sequentially, with jumps of needed, by creating a while loop that reads the whole array byte by byte and running each command depending on the byte read (with a switch statement, for example).
This is a beta. There is a lot to improve and a lot of code to clean. Once the code is cleaned enough so it doesn’t embarrass me, I’ll release version 1, which will be open source.
Feedback is welcomed, being it praise, bug reports, comments, questions…
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February 28th, 2010, 22:00 Posted By: wraggster
We're not sure which element of this story is the most newsworthy, so we'll lead with this: Some person, somewhere in the world, recently spent $41,300 on an extremely rare NES game. Someone was perusing the eBay auction block, saw Stadium Events (which Nintendo bought the rights to and retitled World Class Track Meet), and said, "you know what? That looks like the kind of thing I'd like to spend an American's median annual income on."
According to Video Game Price Charts, that auction has turned Stadium Events into the most expensive NES game ever sold. There are around 200 copies of the game still floating around out there -- which should be enough to send most of you rushing to your local pawn shop in a Willy Wonka and the Chocolate Factory-esque tizzy.
http://www.joystiq.com/2010/02/27/st...nsive-nes-gam/
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February 28th, 2010, 22:01 Posted By: wraggster
The fruits of a deviantART "art jam" concept pitched by user lerms in late 2009 has finally been revealed, rekindling our love for classic NES promotional design (and how awesomely bad it was). The art jam's rules were simple: Select a classic title and reimagine its box art, while also keeping the spirit of the original in mind. Suffice it to say, the results were superb and only make us want to print each of the designs for use in our own classic gaming collection. (Or at least purchase poster sized prints of them all.)
In all, ten classic designs were re imagined, including covers for Contra, Castlevania III: Dracula's Curse, and (finally!) an Iron Sword: Wizards & Warriors II cover sans Fabio.
http://www.joystiq.com/2010/02/27/re...hood-memories/
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February 28th, 2010, 22:08 Posted By: wraggster
Did you know the DS was originally referred to as “Iris” within NCL? In a recent Iwata Asks covering WarioWare: D.I.Y., SPD producer Gorou Abe mentioned how the development of the game dates all the way back to 2003, when documentation pertaining to the series referred to a system codenamed “Iris.” Iwata went on to to explain:
The “Iris” Abe-san mentioned isn’t widely known, so I will explain. Iris was the codename of a next-generation device we were exploring to succeed the Game Boy Advance—in other words, before development of the Nintendo DS. Eventually, it became a two-screen device with the codename Nitro, which went out into the world as the Nintendo DS. So, broadly speaking, Iris was the foundation for the Nintendo DS. You might say that Abe-san carried out his original objectives across five and a half years.
Originally, the concept of being able to create your own microgames using WarioWare was meant to be limited to making small changes to the existing games included in the package. Over time, however, as the DS and Wii came about, Abe and his team were able to fully realize the concept thanks to the stylus and inter-console connectivity.
http://www.siliconera.com/2010/02/28...odenamed-iris/
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February 28th, 2010, 23:33 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the Nintendo DS, heres whats new:
Finally I got version 0.05 released! The biggest changes since 0.04 are the improved EGA support (so that Commander Keen 4 runs), and I also added the blitted screen update mode for CGA graphics mode. In earlier version only the Direct mode was supported, now you can select whether you want to use blitted (60 FPS, 30 FPS or 15 FPS) or direct screen update.
Speaking of screen update modes, I don't think I have properly described what the differences between those direct and blitted modes are, and how they relate to the different graphics modes that DSx86 supports, so I think it is time I do that. First, the difference:
Direct mode writes directly to the Nintendo DS display memory (VRAM) at physical memory address 0x06000000. The way this works is that I detect whether the ES segment address points to the emulated x86 display memory (addresses between 0xA000-0xBFFF), and if it does, the segment prefix (or MOVS/STOS opcode) switches to use a different (duplicated) set of opcodes that do not store data to the emulated x86 RAM but instead write directly to the corresponding pixel(s) of the physical NDS VRAM. How the written data is converted to pixels is different in each graphics mode, so this mode needs as many different handlers for the same opcode as there are supported graphics modes.
The advantage of this mode is that it is generally much faster than the blitted mode, as the pixels are written only once, and only the actually changed pixels are handled. The drawback is that it needs duplicate versions of all the opcodes that can write to memory (and in the x86 architecture most of the opcodes can!) and it only detects screen address by ES segment. If the display memory is addressed by the DS segment it won't be detected (except in MOVS opcode) and thus the game won't work properly. In practice it is almost always the ES segment that is used to point to graphics memory (as it is the only generally unassigned "free" segment register) and the number of opcodes actually used is very limited. However, when using direct mode, I can never be sure that the next game won't use some new opcode I haven't yet handled in direct mode.
Blitted mode in turn uses the emulated x86 display memory at 0xA000-0xBFFF just like any other memory, so that all the normal memory operations are supported. It needs no special opcodes, and all segment registers can be used to access the display memory, so this mode will not cause "unsupported opcode" errors, nor should the game behave strangely.
Depending on the selected blitting speed (60 FPS, 30 FPS or 15 FPS) the emulated display memory is scanned every, every other, or every forth frame in full, and all the pixels are copied to the actual Nintendo DS hardware VRAM. This process is as slow as it sounds like, as all the pixels are copied even if nothing has changed on the screen. Every pixel is in fact written to twice, first into the emulated memory and then again when it is copied to the actual hardware display memory. Thus this mode is generally much slower than the direct mode.
Next, let's look at the different graphics modes supported by DSx86, and how they use those screen update modes:
Text modes (80x25 and 40x25) currently only support Direct mode (regardless of what you select as Screen Update method). That is because I thought the text mode displays would become annoyingly sluggish if the display memory (which only contains the character code and attribute per each byte pair) is scanned and converted to bitmapped 6x8 pixel characters per each frame. With direct mode the data is written both to the emulated VRAM at x86 segment 0xB800 (so that the character code is easily accessible) and also directly to the NDS VRAM as a 6x8 pixel font.
CGA mode 320x200x4 supports both Direct and Blitted modes (starting from version 0.05). Earlier only the Direct mode was supported. If I need to decrease the memory usage of DSx86 code at some point I might actually remove the CGA direct mode support, as I believe the games that use CGA mode will probably run fast enough also using the blitted mode, and keeping the direct mode creates quite a bit of code bloat.
EGA modes actually use a combination of Direct and Blitted mode (again regardless of what is selected as Screen Update method), which is a bit sad as it brings the drawbacks of both of the modes, and none of the advantages can be used. This is because of the complexity of the EGA graphics modes; they do not write directly to the display memory even on the x86 architecture, instead they use the EGA graphics registers to modify and expand the written byte to the 32-bit output value, as I explained below in the Jan 17th blog entry. This also means that EGA supports needs a lot of duplicated opcodes, many of which are still missing. Also not nearly all the EGA register fatures are yet supported, and I'm actually thinking of refactoring much of the current EGA code to be able to support the features in the next version.
MCGA mode supports both direct and blitted mode, so you can try with the the direct mode first, and if you get unsupported opcode errors, fall back to the blitted mode. Some games (like Solar Winds) use the DS segment register to write to the graphics memory, so they will always need to use the blitted mode.
In the future I will continue working on the EGA mode, and at some point I'll expand this to the VGA Mode-X style graphics modes (as used by Wolfenstein 3D and Master of Orion, for example). Those modes also need a combination of direct and blitted mode, as they use the VGA registers and the full 256KB of VGA VRAM. They are faster to blit to the screen though, as they use the same 8-bit pixels as the Nintendo DS VRAM, so no conversion is needed. I'm also thinking of switching to a "dirty buffer" approach with the text mode support, so that I could drop the direct mode support and switch to blitted mode, without killing all the performance.
Anyways, hope you like the new version, and sorry I haven't had time to go through all the debug logs you have sent me. I'll continue working on those reports for the 0.06 version, and please keep on sending the log files from 0.05!
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March 1st, 2010, 00:05 Posted By: Shrygue
via Computer and Video Games
Nintendo's DSi XL will carry a suggested retail price of £159.99.
The news comes from a listing in 'The Future' - the B2B magazine of official UK DSi distributor Gem.
The price is £10 higher than the SRP for a standard DSi, while DS Lites are available for around £100.
The printed SRP corroborates with listings on the likes of Amazon and Play.
Check out the CVG DSi XL review here.
The console will launch this Friday (March 5th).
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